Dragon by Dragon – February 1981 (46)

Happy Easter boys and girls. I hope you have a good one – family, friends, fun and a little time for relaxation and meditation. Hopefully, you also have some time to read this review of Dragon 46 (and White Dwarf 23).

I’ll level with you here. The first time I saw this cover, I didn’t quite know what to make of it. There are a few other “cute” Dragon covers, but this one sorta took the cake. It’s not a bad cover, though, and actually relates to a new comic in this issue – Pinsom by Steve Swenston. It’s a style of fantasy I always digged, and one which I wish had had more coverage in Dragon. Check the end of the article for another glimpse of Swenston’s work.

Moving on …

First up – an advertisement (no, not for anything I did)

Yes, for those of us who lived through the transition, there was home entertainment BEFORE Dungeon!, and home entertainment AFTER Dungeon!. You young whippersnappers have no idea.

In all seriousness, if you’ve never played the game, I highly recommend it (at least, the old version that I used to have – I don’t know if they done any crappy re-imaginings lately). It just occurred to me that it might be cool to combine Dungeon! with Talisman – at least, with the “classes” in Talisman.

The first bit of content in this issue is a short story by J. Eric Holmes, “The Sorcerer’s Jewel” – so always worth a read. Great art by Roslof to go with it! Here’s a sample (of art and text) …

“When Tarkan departed from The Green Dragon, only minutes later, Zereth pushed Boinger off the end of the wooden bench on which they both sat. “Follow him,” he ordered, “and be secretive about it.” It was midnight when the little thief returned. His elven companion had left the tavern common room and gone upstairs to the rented room the two shared, but when Boinger roused him he dressed and came down. The noisy crowd at the bar and fire served their secret purpose better than whispering in their room, where ears might be pressed to the adjoining wall.”

That image to the right just screams D&D to me, and the story does as well. I’ll admit I’m not much of a reader of the fiction in The Dragon, which I should probably remedy at some point, given that I dig Gardner Fox, Homes and Gygax. More importantly, It would be interesting to glean some bits of useful lore from the stories that ostensibly come from actual gameplay.

Here’s another Roslof from that issue:

Love the halfling.

This issue goes pretty heavy into variants on Divine Right (which I don’t have) and touches on The Tribes of Crane (which I never played). I mention this in case people have do have or have played those games want to check out the issue.

The “Dragon’s Bestiary” features the Gaund by Ed Greenwood. Greenwood’s monsters are always well thought out, and seem to point to the direction in which games were moving at the time, which I guess you could call fantasy realism.

I’m more enthused about Roger E. Moore‘s “This Here’s Tyrannosaurus Tex”, a Boot Hill Scenario based on The Valley of the Gwangi.

For those who do not know of The Valley of the Gwangi

I haven’t seen it in a long time – I need to put it on the list.

Among other things, the article includes a hit location chart for the t-rex …

01-20  Tail
21-50  Rear leg
51-55  Forearm
56-75  Abdomen (1% chance of mortal wound)
76-85  Chest (5% chance of mortal wound)
86-00  Head and neck (2% chance of mortal wound)

Also this handy guide to killing a t-rex with dynamite

“For every two sticks of dynamite used against a Tyrannosaur in one attack, there is a cumulative 50% chance of stunning it for one turn (10 seconds), a 25% chance of inflicting a wound or wounds (d10: 1-2 = one wound, 3-5 = two wounds, 6-8 = three wounds, 9-0 = four wounds), and a cumulative 10% chance of killing it outright. This percentage is reduced by 20% (for stunning, wounding, and killing) for each 2” (12’) that the monster is distant from the explosion. For example, 20 sticks of dynamite exploded 4” (24’) from a Tyrannosaur has a 460% chance of stunning it (500-40=460), a 210% chance of wounding it (250-40=210) and a 60% chance of killing it (100-40=60). Treat any amount of dynamite greater than 40 sticks as 40 sticks.”

Paul Montgomery Crabaugh follows up with another Boot Hill article, “How to ease the Boot Hill identity crisis”. I love the first paragraph …

“Everyone seems to have a place in Boot Hill except the player-characters, who have to be content with a place on Boot Hill. They wander in out of nowhere, invariably causing much havoc and then moving on.”

I have to admit, that sounds pretty good to me – not sure I want to remedy that situation. However, if you do, you’ll find a random table of identities for a Boot Hill character. I dig the fact that female characters have a 2% chance to be nuns. I’d love to play a gunslinging nun.

The feature of this issue is “The Temple of Poseidon” by Paul Reiche III. The intro has nothing to do with the adventure, but it does delve into TSR history …

“I wrote The Temple of Poseidon early in the spring of 1980 as part of an application for employment at TSR Hobbies, Inc. Having grown tired of fourteen straight years of school, I decided to take some time off from college and work full-time for a change. The problem was where to find a job. I had already had several, all of which were boring or (as was with the case with piano moving) physically undesirable.

A year earlier, TSR had hired my good friend Erol Otus as a staff artist. After visiting Erol out in the chilly wastes of Wisconsin, and learning that—contrary to what I had heard—the men and women of TSR were not evil, hateful creatures, I decided that perhaps a job with TSR was the kind of change I was looking for. So with several years of playing experience and authorship of two fantasy roleplaying supplements under my belt (Booty and The Beasts and The Necromican co-authored with Mathias Genser and Erol Otus) I started work on the Temple of Poseidon.”

He goes on to say the adventure was inspired by Lovecraft and CAS – and it’s a great dungeon crawl. Well worth reading and running.

Another dandy by Roslof – casting a spell from a scroll

Here’s a cool bit:

“Time and the way the party spends it plays an integral part in this adventure. Exactly 10 turns after the characters descend the spiral staircase and enter the alien base, the evil priests of Ythog Nthlei will succeed in freeing their master. The only way to prevent them from attaining their goal is to kill them before the end of 10 turns. If they succeed, Ythog Nthlei will instantly move to Room 31 with his treasure: The priests will remain in their room.”

“Giants in the Earth“, by Tom Moldvay, opens things up for contributions. So, no giants this time. Dang.

Time for some sage advice …

Question: What happens when a cornered (as in a deep pit) undead creature is turned?

Answer: The act of turning undead (by a good Cleric) compels the victim to turn directly away from the Cleric and move as fast and as far away as possible for 3-12 rounds. When it is physically impossible for the creature to keep moving away, it will retreat to the most remote (from the Cleric) location in the area and continually face away from the Cleric and his/her holy symbol. — J. Ward, W. Niebling

So basically, it’s like the cleric telling the undead to go stand in the corner and think about what they’re done.

And now we come to the comics, and Steve Swenston‘s Pinsom.

Cool stuff.

And so ends the chronicle of February 1981’s Dragon Magazine. But what were those knuckleheads in the UK up to?

At a minimum, the White Dwarf cover for Feb/Mar 1981 (that would be #23) was putting off a very different vibe than The Dragon. It’s definitely an image with which to conjure.

This issue of WD starts a series by Lewis Pulsipher, “An Introduction to Dungeons & Dragons”. Good series, and worth the read for the newcomers to the hobby – although I’ve always thought learning to play these games is much better done by joining an existing group and playing. In the early days of the hobby, though, this wasn’t always possible and many groups were learning as they went.

Next up is an interview with Marc Miller, covering his origins and the origins of Traveller. If you’re a fan, you might want to give it a look.

You might also enjoy a look at the Marc Miller of 1981 …

The “Fiend Factory” this issue has the Flymen by Daniel Collerton, with art by Russ Nicholson – great monsters, though they’re only a half-inch tall. However, with a handy shrink ray, they could give a party of adventurers plenty of trouble as they look for a way to return to normal size.

Here are the Blood & Treasure stats, first for the tiny-sized fly men in a swarm, and then for the fly men as they would appear to shrunken adventurers:

Flyman, Tiny Humanoid: HD 0 (1 hp), AC 14 (20 when flying), ATK special, MV 5′ (Fly 30′), SV F16 R16 W16, AL Neutral (LN), Special-Swarm surrounds a person’s head blinding them (-4 to hit, 1d4 automatic hits per round), tiny weapons are poisoned and people have a 1 in 20 chance of being allergic and suffering ill effect; roll 1d8; 1-7 renders the area stung swollen and useless, taking 1d4 turns to set in and then lasting for 1d20+24 turns. An 8 means the character falls into a coma in 1d4 rounds and dies in 1d20+24 turns unless the venom is neutralized.

Drone, “Medium” Humanoid: HD 0 (3 hp), AC 12, ATK nil, MV 20′ (Fly 50′), SV F13 R16 W17, AL Neutral (LN), Special-Strength of 17, semi-intelligent, 1d10+10 appearing.

Artisan, “Medium” Humanoid: HD 1, AC 12, ATK 1 weapon, MV 20′ (Fly 50′), SV F 13 R15 W15, AL Neutral (LN), Special-Usually armed with unpoisoned daggers, their skill in metalwork surpasses the dwarves.

Warrior, “Medium” Humanoid: HD 3, AC 14 (carapace, shield), ATK 1 weapon + poison, MV 20′ (Fly 50′), SV F12 R14 W14, AL Neutral (LN), Special-Carry shields, carapace like studded leather, armed with short bow, short sword, dagger, poisoned weapons (save vs. poison, if save suffer 1d6+4 damage, if fail die instantly), allergic people suffer -4 penalty to save, weapons have enough venom for 5 strikes.

Flyguard, “Medium” Humanoid: HD 9, AC 16 (chain, shield), ATK 2 weapon + poison, MV 30′, SV F9 R10 W11, AL Neutral (LN), Special-Carry composite bow, longsword and dagger (poisoned as above), can size-change and have size rods, ride wasps.

Flymage, “Medium” Humanoid: HD 6, AC 16, ATK 1 weapon + poison, MV 30′, SV as 12th level magic-users, AL Neutral (LN), Special-Can size-change and have size rods, has innate powers (locate insects, summon insects, insect plague, creeping doom, size change to medium size for 30 rounds) and powers granted by their god, Ssrrpt’ck (must pray for 5 rounds).

There are five fly mages per hive, and each has extra powers depending on his role. There is the Master Attack, Master Defense, Master Healer, Master Knowledge, Master Worshiper.

The article also includes info on other types of flymen, the Northflies and Sandflies. Awesome stuff – seek it out and use it, for crying out loud. The flymen would make an incredible side trek in a dungeon or wilderness. In fact, the issue includes “The Hive of the Hrrr’l”, also by Daniel Collerton, so you’re all set.

Also: The flymen’s heads can be hollowed out and used as masks.

In addition:

Size-Change
Magic-User 4, Cleric 3

Range: Touch
Duration: 30 rounds

Spell causes a creature to shrink by a factor of 144 (human down to 1/2″ in height).

Spell Focus: A telescoping rod (costs 1,000 gp) that must be pushed in while the spell is being cast.

The White Dwarf isn’t done yet – you also get a new class, The Elementalist by Stephen Bland, the Khazad-class Seeker Starship for Traveller by Roger E. Moore, and A Spellcaster’s Guide to Arcane Power by Bill Milne. That last article involves a spell point system for spellcasting. There are also some keen magic items.

All in all, a really good issue of White Dwarf … in fact, I give it the nod over The Dragon this time around.

Happy Easter folks!

Dragon by Dragon – September 1980 (41)

September 1980 is the time.

Between the covers of a Dragon Magazine is the place.

I’m pressed for time today, so let’s get down to business and discover the top ten best things about Dragon Magazine #41 (then I need to kill weeds, mow the yard, get a haircut, edit Mystery Men! and commission art).

1. METHODISTS AND MELEE
Our first article is a time capsule of what was going on in the RPG world at the time, namely the backlash by pseudo-religious folks against D&D. 

Written by Arthur W. Collins … or more properly Reverend Arthur W. Collins … who created the neutral dragons from a few issues ago, this one seems like a “let’s get a religious guy who digs D&D to write an article about how great the hobby is, so the other religious people who hate D&D will look worse.”

For example …

“The non-churched population generally views the Christian faith (and religion in general) in terms of a body of rules and regulations designed to keep one from enjoying oneself. This is a false view, but a prevalent one, and voices in the Christian community have been raised of late saying that such things as Dungeons & Dragons are questionable at best (damnable at worst). The double effect of misunderstanding and misguided righteousness on either hand have made fantasy role-playing games a hot topic in the religious community. It is my purpose to lay out a Christian understanding of the uses of fantasy, and then speak from a pastoral perspective on the value of role-playing games.”

It’s a fine article, and worth reading.

Side note – although I cannot be sure, this might be the fellow himself.

2. JIM HOLLOWAY

Holloway is beginning to appear in Dragon at this point (I think I mentioned him in the last review), which is cool with me. I was always a big fan of his stuff – it had an Osprey quality about it that I always liked – grounding the fantasy in some gritty reality. He’s still learning at this point – the cover is him as well, and isn’t as crisp as later Holloway covers will be. Still – it’s fun watching these artists grow.

3. MOLDVAY’S GIANT IN THE EARTH

Such a great series of article, if for no other reason they offer wonderful opportunities to argue with other nerds about which fictional character could kick which fictional character’s ass.

This one includes stats for some female fantasy favorites, and a couple fellows from the sagas.

C.L. Moore’s Jirel of Joiry (14th level fighter with 18/49 strength)

H. Rider Haggard’s Ayesha (27th level cleric, 9th level fighter with ability scores ranging from 15 to 18/00 – I’m guessing her player used the “roll 20 dice, take the best 3 method”)

Robert E. Howard’s Valeria (17th level fighter, 8th level thief)

Sigurd Fafnirsbane (20th level fighter, 12th level magic-user, 8th level cleric) – this fellow also includes a bit on the Norse runes

Starkad (23th level fighter)

4. DRAGONS HAVE ONE MORE REASON TO WORRY

This issue has two interpretations of the effects of bathing in dragon’s blood, via the sage of Sigurd / Siegfried.

The first is by Robert Plamondon, who gives us the following:

1. AC benefit is one step for every 10 hit points of the dragon, dropping fractions.

2. Successive applications are cumulative to AC 0 (or AC 20 using ascending AC).

3. The only way to beat AC 0 is to slay Tiamat or Bahamut, who give AC -2 and AC -6 respectively.

4. The formula for combining armored skin with actual armor is AC = AC of armor + AC of skin -10. So, AC 9 skin and AC 8 armor combine for AC 7 (=9+8=17-10=7). The formula works for ascending AC as well.

5. The dragon must be dead and must have been slain with edged or piercing weapons. Initial damage cannot have been delivered by heat, cold or electricity. Poison ruins the blood. The magic in the blood lasts for 1 hour. Only one person may bathe in the blood.

6. The toughening of skin is permanent, and only protects against attacks that would pierce the skin, so the bonus can be added to saves against poison needles).

7. There may be a weak spot, where the blood did not cover. The DM knows this, and perhaps assassins could discover this weak spot as well.

The second way to go is Moldvay’s. He points out in the original myth, Sigurd does not bathe in blood, but rather accidentally sucks a blood-covered finger and gains the ability to speak with animals.

To Robert’s system, Moldvay would make the following changes:

1. Armored skin and armor do not stack – use the better of the two.

2. The blood must be the dragon’s heart blood.

3. Only the character that delivered the killing blow can get the benefit of the blood.

5. MAGIC DOORS

Alan Miller in the Bazaar of the Bizarre has a nice random table of magic door abilities, which include intelligent doors, wizard locked doors, illusions, doorknobs that cast fear and doorbells.

6. PRIMITIVE COMPUTER GAMES

There’s a nice article reviewing several Avalon Hill computer games from back in the day. These babies were for the TRS-80 and Apple Pet, and were loaded via cassette. They cost $15 in 1980, which corresponds to about $43 today.

What I really found interesting was the size of these programs, which ranged from a low of 8.5 K to 15 K. Boy, they could do a lot with a byte back in the olden days.

Also this:

“A final note here about pirate copies. Computer programs are just like books and games; they have copyrights. The manufacturer charges the customer for what it costs to research, produce, package, and distribute the games. Some profit is thrown in on top of all this. Without the profit they wouldn’t be in business . . . and you wouldn’t get the games! They are not out to gouge the public. Our markets (oil excluded) are still competitive; if someone else can make a better product for less, the expensive line will either lower prices or fail.

Unlike the recorded music industry, the home computer game field is in its infancy, and there is no real standard yet for just how to market such things. Some companies cloud their programs in machine language, which makes the game harder, but still not impossible, to copy. What it does do is make the program, and the game, next to impossible to change. Other manufacturers, and I heartily applaud Avalon Hill for doing so, put their programs in BASIC (the language most hobby computers speak). This allows the gamer to “play” with his game. You can modify each program in a thousand ways to customize it as you see fit. A gamer can look at every facet of his copy of a board game, throw out the rules he doesn’t like, and make up new ones to suit his fancy. A computer program is no different; let’s keep it this way—and respect those copyrights!”

7. NAPOLEONICS

William Fawcett has a neat article with skirmish rules for 25mm Napoleonic figures. Obviously, I won’t republish them here, but they are well worth a look. If you just added a fantasy supplement to these bad boys …

SIDE TREK – RIDES NEEDED

Yeah, the old days were sure different. Dig this little tidbit …

RIDE NEEDED: I would like to go to Dundracon ’81 and I need a ride from the Los Angeles area. I will help pay for transportation. John Salguero, 449 East Avenue R-7, Palmdale CA 93550.

(Note: Requests and offers for rides to/from convention sites will be printed in this space free of charge for anyone who sends notification to Rides, c/o Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147.)

8. MONSTER ART

The “Dragon’s Bestiary” in this issue features the Silkie by Tom Moldvay. Good monster, and indicative that the game had already started moving beyond the dungeon.

What I really liked about this, however, was the art by Roslof.

Likewise – Ed Greenwood’s Tomb Tapper is all well and good, but dig the art!

9. FINIEOUS FINGERS

I didn’t love this strip like I loved Wormy, but it was probably more D&D than Wormy and probably the first good effort of translating the game into a comic strip. Here’s a nice collection of NPC’s for your own game:

10. THE HALLS OF BEOL-DUR

This is a full adventure by Dave Luther, Jon Naatz, Dave Niessen and Mark Schultz. You have to love an adventure that starts with this:

“It is highly preferable that a large party begin the adventure (attrition will take its toll), and it is essential to the success of an expedition that most, if not all, party members be 8th level or higher.”

It also has a formula for an “original procedure for saving throws” which is really a system for ability checks:

“Roll 3, 4, or 5d6 (the number of dice varies) and subtract one point from the dice roll for every two levels of experience the character has attained. Compare the resulting number to a specified ability (this also varies), and if the adjusted dice roll is less than the character’s score for the ability in question, the saving throw is considered made.”

It’s a solid dungeon delve, with tricks, traps and monsters galore. Also some pretty neat art.

  
That will do it for Dragon 41, folks. Not the best issue, but a good one overall. Enjoy the day, the Super Bowl, the sunshine, etc. 

Dragon by Dragon – May 1980 (37)

To be completely honest, The Dragon was not the biggest thing that happened in May 1980.

 

That being said, it may have been the biggest thing that happened in RPG’s that month, and that’s good enough for me. Let us delve into the top ten things about The Dragon #37.

#1. NEUTRAL DRAGONS

Arthur W. Collins fills in the alignment gap of dragons in this article, and introduces the gemstone dragons we have all come to know and love (well, some of us). These are dandy creatures, especially if you’re into psionics. What follows are some quick stat blocks in Blood & Treasure style for the gemstone dragons (all adults, max. hit dice):

Crystal Dragon, Large Dragon: HD 6; AC 18; ATK 2 claws (1d4) and bite (2d6); MV 20′ (Fly 50′); SV F9 R9 W9; AL Neutral (N); Special: Breath weapon (2/day dazzling cloud that cause blindness, 10′ cone), entrance (10% cumulative per minute of talking), implant suggestion (35%), telepathic, 50% chance of psionics, 50% chance of speaking, 30% chance of magic-use, druid spells (1/1/1/1), magic-user spells (1/1/1), save aura (+4 to save against), blink 6/day

Topaz Dragon, Large Dragon: HD 7; AC 19; ATK 2 claws (1d4+1) and bite (2d8); MV 20′ (Fly 50′); SV F9 R9 W9; AL Neutral (N); Special: Breath weapon (2/day dehydration gets rid of 3 cubic feet of liquid per dragon hp and deals 1d6+6 Str damage to creatures, 10′ cone), entrance (10% cumulative per minute of talking), implant suggestion (40%), telepathic, 50% chance of psionics, 60% chance of speaking, 35% chance of magic-use, druid spells (2/2/2/1), magic-user spells (2/2/2), save aura (+4 to save against), blink 6/day

Emerald Dragon, Huge Dragon: HD 8; AC 20; ATK 2 claws (1d6) and bite (3d6); MV 20′ (Fly 60′); SV F6 R8 W8; AL Neutral (N); Special: Breath weapon (2/day; sonic vibration knocks people unconscious for 1d6 x 10 minutes or deafens them for same if they save), entrance (10% cumulative per minute of talking), implant suggestion (50%), telepathic, 50% chance of psionics, 70% chance of speaking, 40% chance of magic-use, druid spells (2/2/2/1), magic-user spells (2/2/2/1), save aura (+4 to save against), blink 6/day

Sapphire Dragon, Huge Dragon: HD 9; AC 21; ATK 2 claws (1d6) and bite (5d4); MV 20′ (Fly 60′); SV F6 R8 W6; AL Neutral (N); Special: Breath weapon (2/day, sonic vibration disintegrates a number of hit points equal to the dragon’s hit points), entrance (10% cumulative per minute of talking), implant suggestion (55%), telepathic, 50% chance of psionics, 80% chance of speaking, 45% chance of magic-use, druid spells (2/2/2/2), magic-user spells (2/2/2/2), save aura (+4 to save against), blink 6/day

Amethyst Dragon, Huge Dragon: HD 10; AC 22; ATK 2 claws (1d8) and bite (5d6); MV 30′ (Fly 80′); SV F5 R7 W5; AL Neutral (N); Special: Breath weapon (2/day shriek like a banshee), entrance (10% cumulative per minute of talking), implant suggestion (65%), telepathic, 50% chance of psionics, 90% chance of speaking, 50% chance of magic-use, druid spells (2/2/1/2/2/1), magic-user spells (2/1/2/2/2), save aura (+4 to save against), blink 6/day

Sardior the Ruby Dragon, Huge Dragon: HD 11; AC 23; ATK 2 claws (1d10) and bite (5d8); MV 30′ (Fly 80′); SV F5 R7 W5; AL Neutral (N); Special: Breath weapon (2/day shriek like amethyst dragon or dazzling cloud like crystal dragon), entrance (10% cumulative per minute of talking), implant suggestion (75%), telepathic, 50% chance of psionics, 100% chance of speaking, 100% chance of magic-use, druid spells (3/3/3/3/3/3/3/3), magic-user spells (3/3/3/3/3/3/3/3), save aura (+4 to save against), blink 6/day

Inflict one on your players today!

Side Trek #1 – Fiends!

“On other fronts, it seems likely now that TSR and Games Workshop have reached a final agreement regarding the publication of the Fiend Folio …”

Love the Fiend Folio. Love it.

Side Trek #2 – Calling Mr. Hall

“Question: My character is a 9th-level Druid changed to a Magic-User (he is now 10th level as a M-U). I want to be able to put my previously owned Apparatus of Kwalish inside my newly acquired Mighty Servant of Leuk-O. Then I would have the ultimate weapon …”

#2. Happenstance

So I’m knee-deep in writing Black Death, which is set, vaguely, during the Thirty Years War and the Wars of Religion. What article do I happen to come across, but “Armies of the Renaissance by Nick Nascati Part VI – Landsknect and Reiters”.

Apparently, the Landsknecht army (and my game) should include:

Infantry – pike-armed, in the style of the Swiss pikemen they were trying to counter

Light Cavalry – dressed as landsknechts, armed with arquebus or crossbow – trained as skirmishers and scouts

Ritters – armored lancers with full plate, battle lances and longswords, and plate barding for the horse

Reiters – black-armored pistoliers, they took two form – light reiters wore a shirt of mail and heavy reiters wore half-plate; both carried three wheellock or matchlock pistols and an estoc

The landsknechts were true mercenaries – a good war to them was one with lots of prisoners they could ransom!

#3. Magic-Users are Experience

T. I. Jones presents a very long article about magic research for magic-users and clerics. I think it’s one of those interesting pieces that tried to deal with all that treasure that was floating around in AD&D. The idea, which I generally ascribe to, is to keep the players needing money, and that keeps them delving into dungeons. The DMG had training costs, which we never used when I was a kid and which I now understand were kind of important to the game. There was also the expense of one day setting up a stronghold. This article gives another – magic research. For example:

“Research in one’s own library will require that such a library have been acquired and built up over the course of several levels of experience. It should be not only difficult but expensive to acquire such a library—a minimum expenditure of 10,000 gold pieces per level of the spell to be researched is recommended. That is, if a Magic-User is to research a second-level spell, he should have spent at least 20,000 gold pieces on his library.”

#4. Libraries

Speaking of libraries, the next article, by Colleen A. Bishop, is a random book generator. Let’s build a library shelf by rolling some percentile dice:

Our shelf contains 250 scrolls (holy cow! – I’m not rolling up all of those) and five books. There’s a 4% chance of a scroll being magic, so there should be 10 magic scrolls on the shelf. The books are two histories of particular castles, a book about the inferiority of kobolds to human beings, and another about how humans are better than dwarves and an alchemist’s notebook in which the writing is too difficult to read.

This would be an excellent random table to automate, to produce large libraries quickly.

#5. Giant in the Earth

Lawrence Schick and Tom Moldvay present another batch of literary heroes for D&D. This time, the article does not include any character stats. Rather, it describes the rationale used by the authors for creating their stats. The article includes a great passage about doing stats for Tolkien’s creations …

“As far as writing up the characters from Tolkien’s Ring Trilogy, we would love to try our hand at them. Unfortunately, the Tolkien estate is known to be fanatically paranoid about the slightest possible infringement of rights (whether real or imagined). We were also unwilling to attempt them because 90% of the Tolkien fans would be unhappy with the results, regardless of what they were. In the end, we decided it was simply too much hassle to write up Tolkien characters.”

Yeah, this would be post-lawsuit.

The article has a nice table comparing AD&D to D&D levels, which I reproduce:

AD&D 21+ = D&D 40+ / equivalent to demigods, for characters with magically extended lives or who are in close contact with the gods

AD&D 17-20 = D&D 30-30 / the max. an exceptional character would obtain in a single lifetime

AD&D 13-16 = D&D 20-29 / average for heroic characters

AD&D 9-12 = D&D 10-19 / normal minimum for any hero

AD&D 5-8 = D&D 5-9 / this line was actually missing from the article

AD&D 1-4 = D&D 1-4 / low-level cannon-fodder

#6. Urban Encounters

Here’s a nice table folks should find some use for …

#7. Nothing New Under the Sun

From the letters to the editor …

“Unfortunately, I do not feel so good about Mr. Fawcett’s article, “Angels in Dungeons and Dragons.” Yes, I did read the article’s opening statement about the source material being both religious and fictional in nature. As a DM, I will admit that the concept of having angels for the deities of a mythos is intriguing. However, it is the source material that bothers me. Let us remember that much of the article was derived from the Holy Bible, and as far as I’m concerned that is not a book to be taken lightly! Games are games, but the Word of God is not something to be used in such a manner.

I happen to believe in the Bible. However, I also happen to believe in the Constitution, and I respect your right to print what you wish. But I think that “Angels in Dungeons and Dragons” was in extremely poor taste.”

#8. Magic Items

Some goodies in the Bazaar of the Bizarre this month. Here’s an inventory:

Mirror of Speed
Mirror of Confusion
Mirror of Memory
Mirror of All-Seeing
Yefar’s Great Mirror (all by Gerald Strathmann)
Rod of Singing by Robert Plamondon (cursed  item)
The Discus Shield by Roger E. Moore

#9. Vulturehounds

A cool monster by Chris Chalmers and Dan Pollak. Quick stat block

Vulturehound. Small Magical Beast: HD 2; AC 15; ATK 2 claws (1d3) and bite (1d6); MV 50′ (fly 30′); SV F13 R11 W18; AL Neutral (N); Special-None.

They run around in groups of 4d6, and have voracious appetites. I think they’d be a great encounter in dry hills.

Side Trek #3 – I love McLean!

Always loved the art style, and the humor

#10. The Pit of the Oracle

A module by Stephen Sullivan, with a nice cover image by Jeff Dee in which a fighter is either doing a bad-ass, casual back strike against a troglodyte, or in which a fighter is about to get his ass kicked by a couple troglodytes.

The module contains a dungeon and a town (and a Temple of Apathy), as well as some other nice art pieces by Dee, Roslof, Otus and Sutherland. You can tell the elements of D&D’s most classic phase are all coming together.

The map has all sorts of notations on it, which makes me think the adventure is a bit complex … but it also looks really cool. Hey, maybe that’s just the art talking.

And that’s Dragon #37 – happy Sunday folks and have a groovy week ahead.

Deviant Friday – In Memoriam

Okay, not technically a Deviant Friday, because this has nothing to do with DeviantArt. Instead, I thought I’d honor some of the artists who passed away in 2011. If I missed anyone on this list, let me know in the comments and I’ll add them to the shrine. R.I.P to them all, best wishes for those they left behind who are missing them terribly, and a hearty thank you for all the wonders they introduced to the rest of us through their art.

Dave Hoover

 

 

Jerry Robinson

 

 

Minck Oosterveer

 

 

Shingo Araki

 

 

Gene Colan

 

 

Joe Simon

 

 

Eduardo Barreto

 

 

Mamoru Uchiyama

 

 

Darrel K. Sweet

 

 

Jim Roslof

 

 

Jeffrey Catherine Jones

 

On a personal note, I’d like to honor my uncle, George Stater, who passed away suddenly and unexpectedly earlier this year. I love him dearly, and everyone who knew him will miss him keenly in the years to come.