Dragon by Dragon – September 1977 (9)

Let’s get right into it, shall we? Because the first page we see past the cover is this …

Let the edition wars begin, I guess. Note the “For 3 or more adult players” [emphasis mine]. TSR would learn a little something about the purchasing power of the younger set in a few years.

The second page is an ad for 25 mm Minifigs D&D miniatures, which such evocative names as “5 Different Hobgoblins” and “10 Kobolds”. You can see some painted versions HERE, HERE (didn’t know hobgoblins were so randy) and HERE.

OK – to the meat of the issue. Our first offering is from Gygax, and is entitled Varied Player Character and Non-Player Character Alignment in the Dungeons & Dragons Campaign. The article is about the problems that alignment presents to DM’s. The line that caught my attention early in the article was:

“The most common problem area seems to lie in established campaigns with a co-operating block of players, all of whom are of like alignment. These higher level player characters force new entrants into the same alignment, and if the newcomers fail to conform they dispatch them.”

Nice to know that DM’s used to have help from the players in terms of managing alignment. It sounds like players with high-level characters could be real dicks back in the day.

Also interesting was this, about Gary’s Greyhawk Campaign:

“The Greyhawk Campaign is built around the precept that “good” is the desired end sought by the majority of humanity and its allied races (gnomes, elves, et al.). I have this preference because the general aim is such that more than self-interest (or mental abberation) motivates the alignment. This is not to say that a war of lawful good against chaotic good is precluded, either or both opponents being allied with evil beings of lawful or chaotic alignment. What is said is that most planned actions which are written into the campaign are based on a threat to the overall good by the forces of evil.”

Probably sounds a bit rail-roady to some of the old schoolers out there. If I’m honest, the article somewhat meanders a bit and didn’t really teach me much on its professed subject, other than to conclude that a variety of alignments is a good thing in a campaign. So that’s settled.

Next up is the continuation of The Finzer Family, the longest damn story I think I ever saw in a Dragon Magazine. I’m going to skip the continuation, just as I skipped the first part, but I will draw notice to this:

The gaming world is taking shape!

I’m going to post this next ad for miniatures because, frankly, they’re pretty dang nice. I tried to find some painted samples online, but came up short.

Almost 20 pages later, we’re finally done with the Finzer Family, and onto an article by MAR Barker entitled Seal of the Imperium. The article is designed to answer reader questions, but the first declaration of Prof. Barker is an interesting one regarding the difference between “real” Tekumel and the “game” Tekumel:

“Just to point up the contrasts, let me cite some differences: (a) “real” Tékumel has a lot less magic and magical paraphernalia lying about than one picks up in the game — with all the Thoroughly Useful Eyes and spells of revivification possible in the game, no citizen of Tsolyánu would ever have to die! — and there would be heaps of treasure and goodies for all”

The eternal problem with D&D. As Prof. Barker explains:

“All of these things, plus the ever-useful Divine Intervention, make it a LOT easier to succeed in the game than in “real” Tsolyánu. The same is true of “Monopoly” or “Alexander the Great”; games abstract, simplify, and simulate only those parts of “reality” which the designer feels are crucial.”

In other words – “Don’t sweat it, it’s just a game”. Good advice, then and now.

Brian Blume now rides in with The Fastest Guns that Never Lived (Part II), a list of actors from old westerns, along with their stats for Boot Hill. You have no idea how much this makes me wish I had the Boot Hill rules, just for the chance to put the Cisco Kid and Poncho on the trail of Lee Van Cleef.

James M. Ward now presents Tombs & Crypts. It’s a neat little graph for randomly generating the contents of a tomb or crypt. The table allows one to roll a d12 to get a set of modifiers for several other tables that determine the treasure in the crypt (gold pieces, gems, jewelry, misc. magic items, special items and artifacts) as well as the guardian and structure of the tomb. I’ll reproduce those last two tables:

Guardian
01-30: None
31-50: Magic spell (wizard lock, curse, etc.)
51-80: Invisible stalkers (1d4)
81-99: Creature from the 6th level monster chart
100: A stronger monster + roll again for another guardian

Tomb Itself
01-40: 1 room/cave/mound of dirt
41-50: Hall with spring trap of some type and a secret door at the end of it
51-60: A 2-6 room/cave complex with many doors leading to other areas trying to lure the robbers away
61-80: 1-10 rooms/caves with a secret door to the tomb and 1-10 traps in the rooms
81-90: 1-10 rooms with 1-20 corridors, with 2-20 traps guarding the rooms and tombs and a secret door
91-99: 1-10 connecting rooms with traps, secret doors, and magical guard spells (wizard locks, symbols, etc.) guarding the way
100: 1-20 rooms with traps, secret doors, and a being guard. It requires a special word to open the final door to the tomb. The word should not be found in the tomb.

Next cool ad:


I found a shot of a painted one HERE.

Almost to the end, and I discover another famous first for Dragon …

When you combine Basic D&D, White Dwarf, Wormy and a long article about alignments, I think you might be able to peg September 1977 as the beginning of the modern era of D&D.

See you next week, when I give the Blood & Treasure mass combat rules a whirl with the Battle of Gaudin’s Ford, pitting a moot of halflings against a rampaging orc tribe.

Oh yeah – the cover – no room for it up above, but it is pretty groovy …

New game – stat the cover.

HORST HAMMERFIST, 5th level fighting-man with psionic powers, an amulet of advanced mathematics and a +2 ray gun of lightning.

Dragon by Dragon – July 1977 (8)

Vincent Price?

And so we come to #8, which kicks off with an article on The Planes from Gary Gygax, subtitled “The Concepts of Spatial, Temporal and Physical Relations in D&D”. I guess this has to be considered a pretty important article, as it sets up the famous “Wheel” cosmology that will come to be a basis of AD&D (both editions) and achieve its full flowering in the Planescape setting. I personally don’t use it these days, but I think you have to admit it was a clever way of setting up a cosmos and finding a place for all the various gods and goddesses.

Tony Watson now offers a more practical article: The Development of Towns in D&D. The advice in the article is quite sound, from what I can tell. I like his advice for inns and their patrons, to whit:

Falgrave’s – where non-humans frequent and and stay when in town. Falgrave is a dwarf himself and up on non-human gossip. 3-18 patrons, 2/3 of which shall be non-human and ½ will be warriors; the rest will be townspeople, nonhumans of other classes. 1-4 will be non-human wayfarers or merchants.

Simple and seems like it would work well. For populating the town, he suggests rolling up dozens of characters and then assigning them, based on their ability scores, to different jobs … or you could just fake it. He divides them into Warriors, Magic-Users, Clerics, Townspeople and Specialists (referring to the “myriad of new characters types that have lately appeared”, which I assume means new classes from The Dragon). He suggests rolling 3d4 for the ability scores of the townspeople or 2d6 for women rolling Str and Con (he apologizes to liberated women reading the article) and children rolling scores. Watson then provides a small chart for determining alignment, age, personality, loyalty, initiative and level. Initiative, in this case, does not mean combat initiative order, but how bright and energetic an NPC is.

Up next is a story by Harry O. Fischer: The Finzer Family – A Tale of Modern Magic.

There have also been wicked magicians, but they only last a short time and are soon taken care of by the public or by other magicians. The evil ones are generally weak and unsuccessful people with little powerful magic. This is fortunate for all of us. Once in a while a powerful and good magician may go mad and do considerable damage before he is controlled or eliminated, but these cases are very rare. So any magicians you are likely to meet or to know, or to perhaps discover, are almost sure to be honorable, peaceful, and wise people — like the Finzers . . .

No offense, but this one went on so long I got bored skipping through it.

Next we have a sneak preview of Introduction to: Gamma World. It begins:

Man, from Australopithecus africanus and homo erectus erectus to homo sapiens recens, has existed on earth for hundreds of thousands, perhaps millions of years. During this time, one skill, one particular talent has set him apart from every other creature — his ability to conceive and create tools. Indeed, man has been defined as “the toolmaking animal.”

Next to an ad for Archive Miniatures (that includes pictures of a Wind Child, Dragon Newts and Dracula & Vampire Women) is an article by Rob Kuntz on gems and jewelry that is essentially a collection of useful tables for determining first the carats of the gem, then the value and then the type based on the value. My only disagreement is that it uses gems like “idicolite” and “tanzanite” that just don’t seem very romantic.

Brian Blume asks, So You Want Realism in D&D? It’s a bit of a jab at people that have written to complain about the lack of … well, you know.

The next page shows off several miniatures, including Rhino Riders from Dragontooth Miniatures. I’ve admitted before that I’m a sucker for fantasy characters riding on inappropriate mounts, so this one is right up my alley. I found a picture online …

Given the size of the rider compared to the rhino, it almost has to be a giant of some sort.

Featured Creature this time presents a kick-ass piece of art by Erol Otus and asks people to name it and give it some stats. Let’s do the same thing here in the comments!

James Ward provides Still More Additions to MA, a list of new monsters that includes Jawed Lilly Pads (awesome), radiation vines, poison thorn grass, tigeroids, bulleroids (no hemorrhoids), rabners, gygarants and sotherlan.

And so ends issue #8! Not bad, but the one story was waaaaaay too long (and is only part 1!!!). What relevant stuff was there was pretty decent.

Dragon by Dragon … April 1977 (6)

Ah – spring of 1977. I’m sure after the big Bucharest earthquake and the discovery of rings around Uranus, people were almost too worn out to delve into another issue of The Dragon, but delve they did!

The cover for this issue was by “Morno”, AKA Brad Schenck, who you can find at deviantART. He’s mostly known for his contributions to Arduin and computer gaming, and he has lots of nice retro sci-fi material in his gallery. Check it out.

First article is by Guy W. McLimore, Jr.An Alternate Beginning Sequence For Metamorphosis: Alpha. Article begins with a neat little graphic of old pseudo-computer code … takes me back to programming BASIC on my old Vic-20. Good times. The article takes a while to get to the point, describing a clone bank on the Warden. [Hey – just got it – James Ward – Warden – damn I’m slow]. The meat of the article is a little d% table to determine whether you are human, a latent mutant or a true mutant and how many mutations and defects you have. Do the new versions of WOTC Gamma World delve into defects at all? I dig that defects are just part of character creation back in the day … you play the cards the dice deal you.

The article continues with many more tables, including more detail for latent mutants and the number of programmed ship skills one might have, including some special psychic skills for humans only.

The author would go on to be a part of the Doctor Who RPG, Mekton Empires and a host of products for Star Trek and Starfleet Command.

Ronald C. Spencer, Jr. (another junior … I smell conspiracy) presents Sea Trade in D&D Campaigns. This one springs from a campaign being played on the ballistic missile sub USS Benjamin Franklin … I love the stuff that comes from actual play. In this case, a fighting-man wanted to set up a shipping business on the side – smart guy!

D&D produces two wonderful sorts of rules. On the one hand, you have the super simple, elegant rule – like shields will be splintered – and on the other hand, the baroque set of charts that put a warm glow into the hearts of people like me, even if we never plan on actually using them. This one has a single chart and a few assumptions – one page to cover the whole concept. I like it.

The basics of the system are set up as a number of assumptions. To be brief … (1) Cargo is not specified; (2) small merchant ships can carry a max value of 10,000 gp, large merchants 50,000 gp; (3) ships have to pay a pilot fee of 500 gp for small ships, 2,500 gp for large ships and a 5% import tax based on the value of the cargo; (4) profit/loss is determined with a dice roll (i.e. the neat little chart) and is based on the number of ports the ship bypasses (i.e. the further you go, the more you make, but the more likely you are to lose a ship to storms or pirates).

The ship owner invests in a cargo and then gives sailing orders to hit ship – where to go, which ports to bypass, how much profit/loss to accept (if a port is bypassed to avoid a loss, it counts as a bypassed port – I suppose this involves ignoring a bad roll and trying again). Ultimately, the DM (or D/M as he writes it – love this period when things were not yet settled and official) makes the percentile roll and money is either lost or made.

Ships are delayed 1d4 weeks at ports other than their home port, and when ships are lost at sea the owner is notified 1d6+2 weeks later. Neat system, which I’ll happily use in my Blood & Treasure campaign, assuming anyone goes to the trouble of buying a ship or investing in one.

M.A.R. Barker now chimes in with a painting guide for Legions of the Petal Throne. I can’t imagine how anyone in the hobby back in the day could have resisted buying the Tekumel material … very evocative. Love the art.

Morno (Brad Schenck) now provides some fiction in the form of The Forest of Flame. From now on, I will present one random paragraph from each bit of fiction …

Some obsure glory, had thought Visaque, must belong to one who unlocked the musty secrets of the tome; the dream was even now fresh on him. Weeks, then months of spare hours were spent in the attempt of understanding the mysterious text. By the time its crabbed script was half-deciphered the task became somewhat simpler, and often he read in the small hours its forgotten tales by candlelight. He read of the Elder Days and the Days To Come: of heroes, mages, and of strange devices . . . of Crowyn the Worme’s Bane and of his star-crossed blade; Of the strange curse of Vyckar the Grim; Akor the Valkrian, Nokra Negreth, the Red Branch heroes . . . all the warriors and their impeccable deeds. And then, the mages: Bran-Herla whose soul was lost by the wide waters; Vergil Magus; Garanyr the Heart-Misled; of Myrddin, of Verbius, Therion, and the loremaster Isaac Decapole D’alsace . . . and in an indefinite reference on a faded page, was inscribed the name of Vishre Vishran. When Visaque first read that name it struck an eerie chord within him, as if of a misplaced memory. Even now the name was uncomfortably close to an identity. Yet for contemplation there was, today, no time. That the mage was called an Ipsissimus, he knew, but knew not the rank so named. For all his study (so unclear in the remembering . . .) all Visaque had learned was that Vishran dwelt in the Castle Arestel, atop the mountains eastward. (Arestel . . .)

In the Designer’s Forum (that’s a neat idea … a place where game designers can just add a few bits and pieces and corrections to their games – if any designers out there want to talk about their stuff in NOD, let me know).

This forum is by James Ward, with Further Rules, Modifications and Clarifications for Metamorphosis Alpha. He goes into mutations for taller mutants (roll 1d20 for additional height, add one “striking die” for each four feet above normal height – you can get some tall freaking mutants in MA!), shorter mutants, additional body parts, wings and some psychic powers.

Next, there’s an add for D&D miniatures. They guarantee satisfaction. Fantasy Forge has some neat Tekumel miniatures (I wonder how many are still out there, painted and waiting to be used), followed by an ad for Space Gamer out of Austin, TX.

After the adverts, we get chapter 6 of the Gnome Cache. I quote from the summary …

Unable to resist the wanderlust any longer, Dunstan has robbed his father’s strongbox and set forth on his quest for adventure and glory.

In his naivete, Dunstan casts his lot in with a band of scurrilous cutthroats, believing them to be adventurers sharing his noble pursuits.

Our hero learns the true nature of his erstwhile companions, and his pockets are the poorer for it. Dunstan parts company from the band, narrowly escaping apprehension by the Warders. In the confusion, he ‘liberates’ a horse, and sets off for Huddlefoot, there to spend the night in the stables.

Our would-be knight acquires a would-be squire, and strikes a bargain with Evan to travel with his caravan to Rheyton and Nehron. This arranged, he takes care of the incriminating horse, spinning a tall tale of being on official business. This done, they await departure . . .

David W. Miller presents: D&D Option: Determination of Psionic Abilities, giving some additional ways people could pick up psionics in the game. I kinda dig the baroque nature of psionics in old D&D, though I don’t remember if we ever used them or not. Maybe one or two characters were lucky enough to develop them.

Jim Hayes and Bill Gilbert cover Morale in D&D – an important system when you consider the game’s wargaming roots and the importance of wandering dungeons with large bodies of men-at-arms and torch bearers. This one has a couple charts, lots of modifiers and … honestly, I’d rather just roll 2d6 and be done with it.

In Fineous Fingers, we get a visit from Bored-Flak, the Bolt Lobber, who has a firing sight on his finger. He saves the party’s bacon and then disappears into the dungeon.

The Featured Creature is the Death Angel by John Sullivan. Not the toughest monster in the world – 7 Hit Dice (d8’s, it notes) and AC 4 (or 15, in modern games), but it does a death scythe that forces people to make a save vs. death at -3 (and you lose a point of constitution if you fail). If you can take this sucker on at range, you’re okay … except it can teleport at will. They also have 95% magic resistance. Fortunately, they only attack their intended victim – essentially somebody who has pissed off a god or demi-god. The take away here … leave those gemstone eyes in the idol alone!

Next (and final) add is for the old dungeon geomorphs – only $2.99.

All in all, a decent issue, but not spectacular.

Dragon by Dragon … March 1977 (5)

I dig this cover – this is what D&D games should look like!

Three months into the new year of a new game! Before I get into this issue, I’d like to direct folks over to White Dwarf Wednesdays at Tim Brannan’s blog.

What did the oldsters come up with for this issue? Let’s take a look …

A fantasy story by Gardner Fox shows up in this issue – it’s amazing how many “real authors” showed up in the pages of what was still a pretty new magazine that represented a very new hobby. Maybe these guys didn’t have many offers in the late 1970’s – the golden age of magazine stories and illustration had passed, but still, it’s pretty cool.

The big deal in this issue is the Witchcraft Supplement for Dungeons & Dragons – a title I’m sure served as ammunition for the anti-D&D crusade back in the day. What’s awesome about this article, right off the bat, is that they didn’t know who wrote it, but published it anyhow! Right under the title is a request that the real author please let them know who the heck he or she was.

The article starts off with a bit on how witches can show up on the wilderness encounter table. I always love this stuff – the idea that there is a single, unifying wilderness encounter table for all of D&D, and if we add witches to D&D we have to shoehorn them into the table. Reading these articles, you can’t help but love this weird, new world of gaming that was being grown back in the day.

The first thing you need to know about witchcraft is that witch spells do not affect djinn, efreet or clerics of any alignment. All witches have saves equal to warlocks (I love when they used level titles in place of the level number). Good (i.e. Lawful) witches can perform 7 spells per day, but there is a 4% chance that she is ancient, and is thus a Priestess who can cast 10 spells per day and 1 of her own special spells once per week. Why 4%? God only knows.

A few of the new Lawful witch spells are calm (which turned into calm emotions), summon elemental (12 HD) – which lasts while she concentrates, rejuvenation (reduces age by 5 years), dissipation (disperses elementals, clouds, mist and magic wall spells) and comfort. Priestesses get several new spells – youth, influence, banish any one creature, enchantment (produces any one magic ring, potion, misc. weapon, misc. magic item) and seek.

Black witchcraft includes pit, fire box, diminish plant/animal/men, plant entrapment, paralyzing pit (!), undead control, aging, circle of blindness, curse, poison touch and curtain wall. Many of these spells have modern versions – I don’t if they originated in this article or if it’s just a coincidence.

Now we get an explanation for the Secret Order witches … they were designed to challenge high level wizards and magic weapon-armed lords when traveling through the wilderness. Necessity is the mother of witches, apparently. They have some additional new spells and several special weapons. Lots of great material here – hornet cape, assassin’s eyes – find this issue and read away.

James M. Ward now chimes in with “Some Ideas Missed in Metamorphosis Alpha” – basically some things that should have been in the rulebook but were not. Kinda taking a mulligan here. He also adds “Tribal Society and Hierarchy on Board the Starship Warden”. Good stuff – apparently the dominant lifeforms on the Warden are the wolfoids and androids.

This issue’s Creature Feature is the ankheg. Again, the statblock is a bit chaotic. Since the ankheg is open content (and old as the hills), I’ll reproduce it below …

Number appearing: 1-6
Description: 10-20 feet long, brown chitin overall, pink underside
Armor class: 2 overall, underside class 4
Movement: 12/6 through ground
Hit die: 3-8 (8 sided die)
% in lair: 25%
Treasure: B2
Squirt acid for 1-6 die of damage according to size
Bite for 3-18 points damage
Magic resistance: none
Alignment: neutral

These babies can sure deal some damage!

Next is the letters section. My favorite bit is a guy describing his campaign world:

“Although it is not our own Earth, it is only about eleven light years from our world, and therefore most of the culture is a parallel of our ancient cultures.”

True scientific realism, indeed!

Gygax now chimes in with How Green Was My Mutant, with random tables on determining the appearance of humanoids in Metamorphosis Alpha. Naturally, I need to roll one up:

Skin/Hair Coloration: Brown
Skin Characteristic: Knobby
Color Pattern: Whorles
Head: Bulbous
Neck: Wattled
Body: Long
Facial Features: No nose
Hands and Feet: Wide
Fingers and Toes: Four of each
Arms: Normal
Legs: Thin

Damn – that’s one good looking fella! Best thing about the tables, to me, is that it’s almost impossible to roll anything like a normal looking human being, which is as it should be.

I won’t cover Fox’s tale Beyond the Wizard Fog, as Jamie Mal has done a fine job of that himself. (Google it, darlings)

Charles Preston Goforth, Jr. (fake name? has to be a fake name) provides new rules for magical research with one year of playtesting (real time) and nine years in game time!

Essentially, they give you 10 levels of spells with a percentage chance of success, time required and the gold piece investment.  The chance of success appears to always be 20% or 100%, depending on how much gold is spent. A 1st level spell, for example, costs you 2,000 gp for a 20% chance of success, or 10,000 gp for a 100% chance of success. 10th level spells (whatever the heck they are) cost 5.12 million gp for a 100% chance of success.

There are some restrictions on spells to permanently increase stats (including spell levels up to 18th). I pity the poor wizard who sunk several million gold pieces into increasing their intelligence when they could have waited a couple decades for 3rd edition and done it for free.

Armor and weapons can be enchanted up to +1 with 2 months of work and 2,000 gp. “Serious enchanting”, as he puts it, requires 10 months and 10,000 gp. I have a weird feeling this system would very quickly get out of hand!

Bill Seligman now gives us one of the classic articles of the old school – Gandalf Was Only a Fifth Level Magic-User. The best point of the article, to me, is to hopefully make people see just how incredible the average 1st level magic-user really would be in the “real world”. Still, Seligman was clearly an early model of Raggi in terms of bringing out the nerd rage.

Garrison Ernst now presents another installment of The Gnome Cache. No – I didn’t read this one either – too dang much writing to get done.

And that rounds up the first issue of 1977. The vitality in the early game, and the presence of so many gamer archetypes that linger to the modern day makes these magazines great fun to read.

Dragon by Dragon – December 1976 (4)

The Dragon closed out 1976 with an issue dedicated to The Empire of the Petal Throne – they even added 4 pages to the magazine to handle all the goodness.

Full disclosure … as long as I’ve been playing D&D and learning about it, I still know relatively little about MAR Barker’s baby. I know the basics and the general history, but it’s always seemed like a setting that required immersion to really grok.

The December issue kicks off with what we would now refer to as a campaign log by the man himself, MAR Barker, updating folks on the going’s-on of Tekumel (really a follow-up to a similar article published in the final issue of “The Strategic Review”. I mostly found this one interesting because it serves as a glimpse into another style of campaign play. Early in the aricle, Barker explains the need (or at least desire) to coordinate the various campaigns in Tekumel to avoid “parallel universe” development. Each DM back in the day really WAS his or her campaign. When you played with a DM, you visited his little universe. I think you’ll find a similar sentiment in the FLAILSNAILs concept.

Next up – James M. Ward provides some notes on Androids on the starship Warden. The androids, it seems, play the role of doppelgangers, taking positions of power among the human tribes and keeping them in conflict with the mutants so that the androids are free to continue their drive for power.  I dig that he refers to them as the “chemical men”. I also dig that the “history” of the androids was supplied by “Emaj the fat mutant philosopher as translated by Yra the Wise.” Honestly, if your not making weird plays on your name and inserting them liberally into your campaign, you just ain’t doin’ it Old School.

Steven Klein provides a random encounter table for the foreign quarter of Jakalla, a city of Tekumel. In essence, this isn’t much different from Gary’s city encounter table in the old DMG. Watch out for the priests of the Goddess of the Pale Bone!

MAR Barker now chimes in again with notes on war gaming in Tekumel. Like Gygax and Arneson, Barker was a war gamer, and here he gives a report on the Battle of the Temple of Chanis: 2020 A.S. as a way of introducing people to the military thinking on Tekumel. He introduces the idea of “Little War” battles that are like duel battles and “Great War” battles that involve hundreds and thousands of troops. The idea of battles that mostly revolve around challenges between individuals in the two forces reminds me of stories from Celtic antiquity, and it’s not a bad way to handle some mass battles in your game without having to deal with actual war games. The length of the invented history of this battle (well, probably play report from his game) suggests how immersed people were in the game … it’s a long article to read just to learn about something that never actually handled.

The Creature Feature presents two creatures from Tekumel, the Mihalli and Vriyagga, both getting some nice color art. In S&W terms, they would have the following stats:

Mihalli: HD 3; AC 1 [18]; Atk1 weapon; Move 15; Save 14; CL/XP 5/240; Special: Magic spells, shape-change, magic items.

The Mihalli were non-humans that had subterranean spy facilities that were wiped out with nuclear fission bombs. Only a few now persist. They are hermaphroditic humanoids with skin that ranges from dull green to coppery brown that signify their class – green for lower, coppery brown for upper. They are shape-changers who are sometimes given away (20%) by their opalescent red eyes. All are magic-users and most have magic items, including the wonderfully named Ball of Immediate Eventuation, which can fire energy bolts, create defense shields against non-magical projectiles (I think we call it shield these days), cause their users to become invisible and produce clouds of poisonous gas. They come in various strengths, indicated by their colors.

Vriyagga, Small: HD 10; AC 1 [19]; Atk 4 tentacles (2d6 + constrict) and bite (1d6 + poison); Move 8; Save 5; CL/XP 12/2000; Special: Tentacles up to 10 feet long.

Vriyagga, Medium: HD 15; AC 1 [19]; Atk 4 tentacles (4d6 + constrict) and bite (1d8 + poison); Move 12; Save 3; CL/XP 17/3500; Special: Tentacles up to 20 feet long.

Vriyagga, Large: HD 25; AC 1 [19]; Atk 4 tentacles (6d6 + constrict) and bite (1d10 + poison); Move 15; Save 3; CL/XP 27/6500; Special: Tentacles up to 40 feet long.

These babies are excellent – two giant wheels with knotted muscles around a central spoke, brain pans hanging from that with weird faces from which extend four tentacles covered in suckers and a mouth lined with poisonous, purple feelers. They have ebon eyes that can see in the dark. The tentacles are very tough (AC 2 [17] to sever). Vriyagga enjoy the taste of juicy humans over the pale shrimp-things who they normally dine on.

Gary Jaquet now gives us “Miscellaneous Treasure, Magic, Weapons, Artifacts and Monsters – Additions, Deletions, Omissions, Corrections, Changes, Variations and Otherwise Confusing Alterations” etc.  This is a comedy bit with things like Creeping Crud (resembles cigarette butts, crushed Fritos, spilled Dr. Pepper, sweat from players’ foreheads and referees’ dice rolling arm, pencil shavings and old character cards), dice lice, etc.

Jerry Westergaard presents some fiction – “Roads from Jakalla”. This, along with the other articles by Barker, do a good job of presenting the setting.

Another side bar presents the old “Generals can do X, Colonels can do Y … Privates can do everything” bit, only starting with 22nd level wizards and working down to Referees.

Wargaming World – no author credit – examines the new miniature lines for EPT and D&D. The reproductions of the miniatures are almost impossible to see, so, not much help really.

Page 29 does have an interesting bit – maybe the first appearance of Appendix N. Titled “Fantasy/Swords & Sorcery: Recommended Reading From Gary Gygax”. It goes from Poul Anderson’s Three Hearts and Three Lions to Roger Zelazny’s Jack of Shadows (etal), Lord of Light and Nine Princes of Amber series.

Fineous Fingers gives a nice demonstration of “climbing sheer walls” for thieves.

Page 31 gives the percentile chance for obtaining an “Eye” as treasure in EPT, and the issue then ends with some pictures (boy were they hard to reproduce back in the day) of a scale model of the Temple of Vimuhla.

Not a bad issue if you want to wade into Tekumel and test the waters, and if you can’t find something to do with the Vriyagga, you just aren’t trying.

Dragon by Dragon – June 1976 (1)

Who drew it? Couldn’t find it in the issue.

Yeah, everyone else does the whole “review every issue” or “review every page” thing, so why the heck can’t I?

Other than Great Britain and Iceland finally ending their codfish war (such a terrible waste), the first issue of The Dragon (formerly The Strategic Review) was probably the big highlight of June, 1976. So what does this little gem contain?

We have an article by Fritz Leiber, the man himself, talking about his wargame Lankhmar and giving a brief tour of Nehwon. Leiber closes this article with a bit on houris. Here’s an adaptation for Blood & Treasure (you know, the game I haven’t actually released yet).

Every hero (4th level fighter) attracts a houri as one of his followers provided he has a charisma of at least 15. The houri requires upkeep to the tune of 100 gp per month. As Leiber explains, a houri is so “slimly beautiful” that she “make all men their helpless slaves and intoxicate even a Hero to madness”. In play, this works as follows:

– Houris have 1d4 hit points (i.e. they can be killed by a dagger). They wear no armor, and may only wield a dagger themselves.

– All 0 or 1 HD male humans, demi-humans and humanoids within 10 feet of a houri must pass a Will saving throw or move directly toward the houri, rapt with fascination and unable to attack her (unless they are attacked by someone else, in which case the spell is broken).

– All higher level male characters within 10 feet of a houri must pass a Will saving throw or have their effective level cut in half.

Sounds like a useful follower to have, but heed the Mouser’s warning – “Women are ever treacherous and complicate any game to the point of sheerest insanity.”

Larry Smith provides a guide to running the Battle of Five Armies using the Chainmail rules.

Wesley D. Ives provides a task resolution system, as he informs us that a “more standardized system is needed” than DM’s just making it up as they go along. New School and Old School were clashing even back in 1976.

The system works by determining randomly a type of dice (by rolling d% and adding the attribute to be tested), from d4 to d12, rolling it and multiplying it by the attribute to be tested to find the percentage chance of success.

So, let’s say I want to jump across a chasm. This involves strength, and my dude has a strength of 13. I roll d% and get a 35. I add 13 to 35 and get 48, which tells me I need to roll a d8. I roll it, get a 5 and multiply that by 13, giving me a 65% chance of success. See – much easier than saying “roll under your strength” or “roll a save vs. paralyzation” or “roll 1d6 – you succeed on a 1 or 2”. Thank goodness for systems.

James M. Ward asks whether Magic and Science are compatible in D&D. Of course, he thinks it is (else it would be a pretty boring article). He introduces a race of people called the Artificers who use a trio of interesting high-tech items.

Lee Gold delves into languages. She notes that humanoids have a 20% chance of speaking Common, which makes much more sense than 3rd edition allowing dang near every sentient creature in the multiverse speaking Common (and thus negating the point of even having languages).

Jake Jaquet tells the tale of “The Search for the Forbidden Chamber”. Check it out for a picture of the infamous “Greyhawk Construction Co. LTD” and a Recyclesaurus.

Len Lakofka presents some miniature rules that were apparently going to be used in a 64-man elimination tournament at GenCon.

The creature feature presents the ever-loving Bulette (pronounced boo-lay, except not really), with an illustration that is really quite good. The reproduction isn’t perfect, but it’s a nice action shot featuring three armored warriors (God, do I prefer realistic armor to some of the fantasy nonsense that seems to predominate these days). The stats note that its mouth has 4-48 pts and its feet 3-18 points – i.e. 4d12 and 3d6. It took me a minute, but I finally realized this was the damage they dealt.

The description notes that it is a hybrid of armadillo and snapping turtle, and that, when full grown, they can dwarf a Percheron (a draft horse that originated in the Perche Valley of northern France of course – man, don’t you guys know anything?)

Mapping the Dungeons is a neat little feature, presenting the names of active DM’s. The FLAILSNAILs of its day, I suppose.

Joe Fischer gives tips on mapping a wilderness. He uses colors for the terrains and simple symbols for features – triangles for hamlets, squares for towns, circles for cities and crosses for fortresses. Circle any of these for ports. Article has a nice Conanesque barbarian illustration as well.

Peter Aronson adds four more levels onto the illusionist, as well as a few extra spells (1st – ventriloquism, mirror image, detect illusion*, color spray*; 2nd – magic mouth, rope trick, dispel illusion*, blur*; 3rd – suggestion, phantasmal killer*, illusionary script*, dispel exhaustion*; 6th – mass suggestion*, permanent/illusion* (no – the slash doesn’t make sense to me either), shadow/monsters III*, programmed/illusion*, conjure animals, true sight*; 7th – astral spell, prismatic wall, maze, vision*, alter reality*, prismatic spray).

The spells marked with an asterisk are detailed in the article, in case you wondered who invented phantasmal killer. Lots of classic spells here. Alter reality apparently works like a limited wish, but you first create an illusion of what you want to happen, and then the … spell description cuts off.

Lin Carter and Scott Bizar present “Royal Armies of the Hyborean Age”, which reminds you of how important wargaming still was to the hobby then. I think wargaming is pretty basic to the experience, really, which is why I threw some basic rules into Blood & Treasure for mass combat. I’m hoping to test them out this weekend with the daughter. She doesn’t know this yet – so keep it under your hat.

Gary Gygax (you might have heard of him) gives rules for hobbits and thieves in DUNGEON!, a game I so completely regret getting rid of I’d like to punch myself in the face.

“Garrison Ernst” (pseudonyms are as much a part of the history of this hobby as dice and beards) presents a chapter of “The Gnome Cache”, in which he gives an introduction to Oerth and its place in the cosmos. Oerth is a parallel Earth with the same basic geography as Earth, it claims, save Asia is a bit smaller and Europe and North America a trifle larger. It is peopled by folks similar to ours, with similar migrations, but it separates from Earth about 2,500 years ago. He also explains the difference in scientific laws (i.e. magic vs. technology) and that nobody knows what lies in the Terra Incognita of Africa and across the Western Ocean.

It might be fun to draw the nations of Oerth on a map of Europe. We’ve all heard that Gygax’s campaign was originally set in a fantasy North America, but here he says Europe, so perhaps Europe it should be.

Larry Smith now chimes in with the three kindreds of the Eldar – the Silvan (or Wood Elves), the Sindar (or Grey Elves) and the Noldor (or Exiles, the greatest of the elves). Apparently they all have a chance each game year of crossing the sea to the land of Valar – that would be a fun house rule to spring on players of elf characters.

“Say Bob, roll d% please”

“Okay … got a 9”

“Sorry Bob, your 6th level wood elf just went to the land of Valar. Roll up a new character.”

The wood elves can advance as fighters as far as they want, but are limited to 2nd level magic-user spells and may not use wands or staffs and have a 10% chance of going to Valar each year. Sindars are the regular D&D elves (and have a 25% chance of going to Valar each year). Noldor are uber elves with no level restrictions and with a 150% bonus to ranges and effects of spells. They have a 5% chance of going to Valar after performing a great deed.

Which begs the question, why would you ever play a non-Noldor elf?

Note: Totally digging the art in this issue.

Not a bad issue. Lots of goodies. I like the houri bit for fighters, the elves going across the sea is fun, and you get some neat hints about Lankhmar and Oerth from the guys who invented them. Worth the read.