Dragon by Dragon – July 1980 (39)

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

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

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

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

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

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

#1: COMPUTERS

Here’s a sign of the times:

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

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

#2: FANTASYSMITH

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

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

#3: THE ANTI-PALADIN

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

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

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

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

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

SIDE TREK – ALIGNMENT AND GODWIN’S LAW

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

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

 

The first superhero rpg. Review here.

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

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

#4: ERA in RPG

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

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

#5: LAKOFKA’S RANDOM SPELLS

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

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

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

#6: GIANTS IN THE EARTH

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

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

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

The article also contains a small table of runes.

SIDE TREK: FANTASY VS. REALITY

A question to the sage:

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

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

#7: GOOD HITS AND BAD MISSES

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

#8: OLD SCHOOL AIN’T NEW

I loved this piece by Karl Horak:

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

Testify, brother!

#9: OLD SCHOOL ADVERTS

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

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

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

#10: TRAMP

Of course …

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

Dragon by Dragon – April 1980 (36)

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

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

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

1) NIALL OF THE FAR TRAVELS

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

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

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

2) ALIGNMENT STRUGGLES

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

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

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

3) CONAN!

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

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

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

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

So, let’s look at Conan at age 25.

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

Conan gets the following special abilities:

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

4) PITY THE HALF-ORC

In “Sage Advice” by Jean Wells …

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

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

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

5) IS THAT ULTRA-POWERFUL MONSTER A DEITY?

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

Here are Lakofka’s definitions for deity-hood:

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

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

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

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

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

AD BREAK

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

6) APRIL FOOLS!!!

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

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

As for one of those new monsters:

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

7) The Mongols

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

How was the typical Mongol warrior equipped:

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

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

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

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

8) Giants in the Earth

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

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

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

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

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

9) A New Way to Track XP

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

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

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

For spellcasting in combat, 10 XP per level of spell

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

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

Not a bad idea, really.

10) The Fastest Guns that Never Lived

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

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

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

Slowest: Pancho

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

Least: Hoss and Little Joe Cartwright

Bravest Gun in the West: Charles Bronson

Most Cowardly: Pancho

Strongest Gun in the West: Hoss Cartwright

Weakest: Will Sonnet

Somebody was in love with Clint Eastwood, huh?

11) BONUS COOL – THE KROLLI

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

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

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

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

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

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

Hope you enjoyed this review … I leave you with Tramp

Dragon by Dragon – November 1979 (31)

November 1979

The Iran Hostage Crisis

Morning Edition premiers on NPR

The last cargo of phosphate shipped from Banaba Island

Obviously, they were troubled times for the world.

But take heart, gentle reader, for the game wizards blessed our eyeballs and brains with The Dragon #31.

I’m going to start doing these reviews a little different (since they take about 3 or 4 hours otherwise), and focus on the Top 10 Cool Things in each issue. They might be articles, they might be ads.

COOL THING NUMBER ONE: RAL PARTHA

Click for the larger version. Those are some pretty slick landsknechts (and such). I love the idea of the Thirty Years War as a campaign setting (even wrote about it), and these would make great miniatures for it.

Side note – when I looked up those colorful plastic robots on Amazon that I showed in my Manbot Warriors post, I found a few other great sets that I remember from my childhood. Now I want to write a little mini-game for all of them – cowboys and indians, plastic army men, Romans, plastic knights, firemen, etc. Just need to get the rules for Manbots right, and then I can expand.

COOL THING NUMBER TWO: JOHN ERIC HOLMES

If you love the old game, you probably love (or at least like) Mr. Holmes. This issue has an excerpt from a novel he was writing called Trollshead. Here’s the first paragraph:

“The campfire cast flickering shadows into the surrounding trees and across the face of the lean man squatting opposite. He wore an iron cap with a leather lining which cast a shadow over his thick brows. A ragged scar ran from the comer of his left eye down the cheek to vanish in the folds of a woolen tunic at his neck. A tough customer, Boinger thought to himself.”

Boinger? Well, I don’t know if the novel was ever finished – couldn’t find it on Amazon.com. Here’s another taste:

“’I think we can take them,’ said the halfling confidently. ‘Four half-orcs, old scar face, and that damned troll.'”

I like that halfling’s moxie. He doesn’t look so confident in the accompanying art by Chris Holmes.

Bonus – Later in the issue they cover the 5th annual Strategists Club Banquet and Awards, which features a picture of Tim Kask talking with the Holmes family, son Chris, wife Sig-Linda and John-Eric himself.

Sometimes, I miss the 1970’s. But only sometimes, and only a little.

COOL THING NUMBER THREE: STRAIGHT TALK

In his article on using jungles in D&D, Tim Kask says it like it is:

“Traditional accounts of the jungle, from Bomba the Jungle Boy to Jungle Jim to Tarzan, have always depicted the jungle as a place of peril—but there has always been justification for jungle adventures. We’ll leave aside the philanthropic wanderings of Livingstone and Schweitzer and look at jungles from a more typical D&D viewpoint: greed.”

The article is pretty long, and covers jungles in Asia, Africa and South America. A few takeaways:

1 – He notes that any rules for wilderness exploration will do, but he likes Source of the Nile. This reminds me of the use of Outdoor Survival in old D&D games. Does this happen much anymore? Using another game to fill in the gaps. I’ve read so much about Source of the Nile in these old Dragons that I kinda want to buy the game. Doesn’t appear to be in print anymore, so I guess I need to look around.

2 – Rain forest plant growth is so quick that a trail blazed through it disappears in a few days (I’d go 1d4+1 days, personally).

3 – “With the restrictions placed on poison within D&D and AD&D, the DM may wish to eliminate some or all of the natural poisons found in the jungle.”Sorry jungle, but you’re just to poisonous for the rules as written. We’re going to have to make some changes.

4 – “The Jivaro, known for their practice of shrinking heads, are so surrounded by myth and misinformation that it is hard to distinguish fact from fancy without serious study. It can be safely stated that they were fierce and deadly foes.”

5 – “In the tropical rain forest jungles, the humidity never falls below 85 or 90 percent. This high moisture rots and mildews cloth and leather, unless they are assiduously treated to prevent it All metals will oxidize; armor will rust and swords and daggers will lose their edges. The humidity affects people by lowering resistance as a result of overworking the sweat glands, thereby causing wounds to heal at a greatly retarded rate, if at all.” So, rules wise – maybe force item saving throws once a week if things are not cared for, and reduce non-magical healing to 2 hit points (or hit points per level) every three days.

6 – Typical weapons of jungle cultures are blowguns (with poison darts), spear, club, throwing knives (treat as hand axes, maybe), assegai (treat as short swords).

7 – Kask writes a whole bit on how the presence of a 25th level magic-user might affect a local jungle. It includes using stone shape to make a hill into a fortified abode, permanently charming a panther and permanently enlarging it to use as a guard beast, attracting a spider monkey with find familiar, and then impressing the locals with his magic and being worshiped by them as a jungle god. The tribe that follows him flourishes, he starts experimenting with the local flora and fauna, and then the last experiment goes to far – instant ruined jungle city for adventurers to loot. I like the ways this guy thinks!

COOL THING NUMBER FOUR: WHAT THE?

Lou Zocchi had a ventriloquist act. ‘Nuff said.

COOL THING NUMBER FIVE: MINI-GAMES

The rules aren’t in this issue, just an add, but this sounds cool:

Also makes we want to write a game for these guys:

And, surprise surprise – it’s on BoardgameGeek.com.

Check it out

COOL THING NUMBER SIX: LOU SCHEIMER AS A MUSE

From Kenneth W. Burke’s article “Will Jason Destroy The Dragonship? Stay Tuned …”

“The following Alpha Omega variant has been derived from the “Victory of Star Command’ episode of the Jason of Star Command television mini-series. To play it, you need one or two Alpha Omega games.”

You might be asking yourself, “What is Jason of Star Command?”

Now you’re asking yourself, “Why, God? Why?”

James Doohan was a regular in other episodes – God bless him.

COOL THING NUMBER SEVEN: RANDOM TABLES

Here’s a new table for STELLAR CONQUEST that just has to be useful to somebody:

I don’t know what MA stands for, but I think it has something to do with movement.

COOL THING NUMBER EIGHT: SIZE CHARTS

In the Fantasysmith article they ask “How tall is a giant?” What I liked in the article was the two drawings comparing fantasy folk:

Elves dressed up as Peter Pan is so outside the mainstream now, that I think it rocks on toast.

Check out the giants:

You’ll perhaps note that it looks as though the storm giant has just finished beating the crap out of the rest of them.

COOL THING NUMBER EIGHT: JAPANESE ARMOR

Michael Kluever comes across with an article about the armor of the Far East. The article covers the armor of China, Tibet, Korea, Mongolia, and Japan. All text, but it does a nice job of covering the basics. Here are the basics:

China: Padded, ring, scale and brigandine (studded leather); mail and plate rarely utilized; paper armor was used in the Tang Period, especially in Southern China – 10 to 15 thicknesses was adequate to stop an arrow or musket ball. Shields were often the only form of protection for foot soldiers; rhino hide was prized for making shields.

Mongolia: Horse armor (barding) of leather scales

Korea: Like the Chinese, but lower quality materials and the helms were black laquered

Tibet: Lacquered hide armor in red and black, with engravings, in the form of a long coat – awesome. Barding was leather.

Japan: Lamellar armor (banded mail in AD&D, more or less), with small hand shields (Te-date)

COOL THING NUMBER NINE: OLD SCHOOL PLAYERS

From Jean Wells’ “Sage Advice” column:

“Question: We have a group of players here who insist that they can ride on a mule in a 10-foot-wide and 10-foot-high corridor and shoot arrows from longbows. Now, there are two characters who say they ride side by side and do this over the objections of the rest of the party members. I think this is wrong. Am I right?”

Right or wrong, I like the cut of those players’ collective jibs. I solemnly swear that I am going to commission this as a piece of art this weekend.

Also – Jean Wells was trying to write an article about female gamers and they put in this ad:

COOL THING NUMBER TEN: THE JUNGLE HYDRA

You have to love this monster from an unknown author – not a hydra in the “guarding the Golden Fleece” since, but more in the giant version of the microscopic hydra sense. It’s called the Ukuyatangi, and it looks like a blob with tentacles. It sits on a stump in the jungle and spreads the tentacles into the rank undergrowth to blend in. Due to the camouflage, there is a 90% chance for adventurers walking through the area to touch a tentacle, which then makes a free grapple attack. The monster consumes one man-sized creature a day, and regurgitates indigestible bits, which litter its clearing. After it’s full, it just constricts people to death and leaves them to rot. Reptilian in nature, the monster is susceptible to cold, going dormant when under 50-degrees F (or 10-degrees C).

Ukuyatangi: HD 7 to 9; AC 5; MV 1/4″, ATK 2 tentacles per target, up to 4 per round (2d4 + constrict); Special – swallow whole; SZ Large (6-10′ tall, tentacles 20-40′ long)

SPECIAL BONUS COOL: WORMY