Warriors for Hire

Sometimes, you need to hire some muscle to dig into that dungeon. Sometimes, you need a quick, easy blog post that can be written off of a simple illustration. This is that time!

The following warriors correspond to the images above, in order from left to right.

BARL THE BOLD
HUMAN FIGHTER (CHAMPION), LEVEL 3
STR 14 INT 10 WIS 5 DEX 11 CON 13 CHA 11
HP 17 AC 15 ATK +1 FORT 11 REF 14 WILL 16
Dominate 0 HD foes
Bull Rush
Chainmail, Quarterstaff (1d6+1), Short Bow (1d6)

Barl cut his teeth on the field of battle, and fancies himself quite the tactician. Of course, his tactics usually involve rushing the enemy and hacking them to pieces …

AVOMIR THE DARK
HUMAN RANGER (PATHFINDER), LEVEL 2
STR 13 INT 6 WIS 16 DEX 13 CON 10 CHA 5
HP 7 AC 15 ATK +2 FORT 12 REF 11 WILL 13
Sworn enemy (orcs)
Expertise
Chainmail, Short Sword (1d6+1), Longbow (1d8)

Avomir prefers the woodlands and the small villages on its borders to town and city. A lusty rascal, his exploits with the fairer sex are known far and wide.

ASTLEY OF THE BLIGHTED LAND
HUMAN FIGHTER (DUELIST), LEVEL 4
STR 13 INT 8 WIS 11 DEX 11 CON 11 CHA 10
HP 12 AC 00 ATK +4 FORT 11 REF 14 WILL 13
Dominate 0 HD foes
Iron Will, Knack (Hide in Shadows)
Chainmail, Halberd (1d10), Short Sword (1d6)

Astley comes from a far-away kingdom that was laid low by the fires of a red dragon. Speaking little, he prefers to keep to the shadows when not fighting. Astley is a suspicious man, believing there was a traitor involved in the death of his homeland and family.

ORMSBY THE GOOD
HUMAN PALADIN (COMPANION), LEVEL 5
STR 14 INT 5 WIS 15 DEX 13 CON 13 CHA 15
HP 20 AC 19 ATK +4 FORT 9 REF 11 WILL 9
Detect evil, smite chaos (evil) 3/day, lay on hands, immune to fear, turn undead, quest for warhorse
Dodge, Iron Will
Banded Mail, Shield, Spear +1 (1d6+1), Silver Dagger (1d4)

Ormsby is everything a paladin should be, save for his rather conservative approach to fighting evil. Ormsby is a plodding planner, who often takes his comrades to the brink of madness with his hesitancy to move.

CARLOVAN STRONGHANDED
HUMAN BARBARIAN (PLUNDERER), LEVEL 3
STR 15 INT 9 WIS 10 DEX 10 CON 16 CHA 11
HP 20 AC 14 ATK +3 FORT 10 REF 14 WILL 14
Land speed +10, rage 1/day, sixth sense
Cleave, Two Weapon Fighting
Scale Armor, Short Sword (1d6), Hand Axe (1d6)

Despite his prickly exterior, Carlovan is a rather decent man, though with admittedly little patience for the ways of “civilized folk”. If it were not for taverns, he would have no use at all for entering towns and cities.

ZYBOLT WYRM-BANE
HUMAN FIGHTER (FREELANCE), LEVEL 7
STR 14 INT 8 WIS 9 DEX 12 CON 13 CHA 12
HP 31 AC 19 ATK +6 FORT 9 REF 13 WILL 13
Dominate 0 HD foes, two attacks per round
Alertness, Weapon Focus (Longsword)
Platemail, Shield, Longsword +1/+3 vs. Dragons (1d8+1)

Zybolt doesn’t speak much of his history, but he has the acid scars on his back to prove that he once did battle with a green dragon. He offers no proof that he slayed the beast. He is a cunning warrior with a boundless, though wry, wit and a particular love of hard cider.

GEOFF OF THE SHIRE
HUMAN FIGHTER (ARMSMAN), LEVEL 1
STR 17 INT 6 WIS 7 DEX 14 CON 10 CHA 10
HP 6 AC 13 ATK +1 FORT 13 REF 14 WILL 16
None
Toughness
Leather Armor, Pole Axe (1d8+1), Dagger (1d4)

Geoff is a big country boy, earning his armor by fighting orcs on the frontier. A bit naïve, he is nonetheless a brave and patient warrior with a desire to become better.

HAFNAR THE DOUR
HUMAN FIGHTER (GROGNARD), LEVEL 6
STR 14 INT 10 WIS 12 DEX 13 CON 12 CHA 6
HP 21 AC 16 ATK +5 FORT 10 REF 12 WILL 13
Dominate 0 HD foes, two attacks per round
Cleave, Sunder
Chainmail, Short Sword (1d6), Heavy Crossbow (1d6+1)

Even dwarves find Hafnar unpleasant company. He is unrelentingly bleak in his outlook on life, though fortunately he speaks only rarely, preferring instead to spend his downtime smoking his pipe and staring into the fire. Despite his pessimism, he looks forward to one day building a stronghold and governing a barony.

Blood and Treasure Pregens

I received an email a week or so ago asking whether there would be an intro adventure for Blood & Treasure as well as some pre-generated characters. Short answer … yes.

I was initially unsure about producing adventures for B&T. My intention was to make a game that could handle most adventures produced for everything from the original edition to Pathfinder (with more GM work on converting 3rd edition and Pathfinder than the classic D&D products). So, if just about every adventure ever written works, more or less, with B&T, why produce more outside of short adventures in issues of NOD? Well, honestly, because someone asked, and because it seemed like a decent freebie download for the game.

That being said, I’m now working on an intro adventure that will play off of the “sample play” bit in the rulebook. Kobolds, exiled bugbears, goblins, fungus, necromancers, etc. Your typical fare.

I’m also working on some pre-gen characters (see below) – I know, the equipment doesn’t always match the art … c’est la vie. I only bought weapons, armor and equipment required by the class – the players could spend the rest of the money on adventure supplies (a good time to learn about the importance of logistics!)

 

 

 

 

 

 

 

 

 

 

 

 

 

Dragon by Dragon – August 1976 (2)

August of 1976 – A month after the bicentennial, and Marvelites were grooving to such titles as Planet of the Apes, The Champions and Black Goliath, the Seattle Seahawks were playing their first game, Big Ben breaks down in London, Viking 2 enters orbit around Mars, the Ramones make their first appearance at CBGB, and The Dragon’s second issue hits the stands. So what did the gaming geek of 1976 get for his money?

John M. Seaton devises a procedure for “monkish” promotional combat (i.e. knock off the master to assume his level). I love this kind of thing, and given the recent popularity of FlailSnails Jousting, I wonder if there isn’t a market for FlailSnails Monkish Combat.

The procedure would be similar – write up 6 rounds of combat, denoting your strike, kick, block or other maneuvers, and then we see where it goes.


Lots of fiction in this issue.

The second installment of Gygax’s Gnome Cache is in this issue. I’ll freely admit this here – I almost never read the fiction in Dragon. I probably missed out on something.

Speaking of fiction, Jake Jaquet gives us the conclusion to “Search for the Forbidden Chamber”. Didn’t read this either.

Gardner Fox (you might have heard of him) has a short story in this issue called Shadow of a Demon which is covered very capably at Grognardia.

Another installment of “Mapping the Dungeons”, wherein DM’s of the 1970’s try to hook up with players via The Dragon. St. Louis appears to have had a surplus of DM’s looking for players – 8 of them in this issue.

Some dude named Paul Jaquays was running the Spring Arbor College Dungeoning Society in Spring Arbor MI. Wonder if he ever amounted to anything.

Through the magic of Google, I found the following DM’s online:

Keith Abbott of Muskegon MI

Michael Dutton of Mountain View CA might have done some art for WOTC – could be a different guy

Bill Fawcett of Schofield WI kinda founded Mayfair Games

Karl Jones – could be this guy?

Drew Neumann – maybe a composer of film and television scores – he was at Wylie E. Groves High School in Detroit at the right time (Class of ’77). Could have known Ellen Sandweiss, who was in Evil Dead. Did music for Aeon Flux

Scott Rosenberg of Jamaica NY – has a couple issues of The Pocket Armenian floating around online.

Ed Whitchurch has achieved some level of DM’ing fame

Joe Fischer gives us more tips for D&D Judges. He covers interesting entrances for dungeons (i.e. under stuff you don’t expect them to be under) and “friendly” traps that aren’t necessarily harmful. He also provides a random table for treasure chests that are, 50% of the time, trapped thus …

D% Trap
0-30 – 1d4 spring-loaded daggers fire when chest is opened
31-50 – Same as above, but daggers are poisoned
51-65 – Poisoned gas released when chest is opened
66-75 – When opened, chest acts as mirror of life trapping
76-85 – When opened, chest explodes for 1d6+1 dice of damage (wow!)
86-90 – When opened, an enraged spectre comes out [which can be read a couple ways, either of them endlessly entertaining]
91-95 – All characters within 5 feet lose one level [after the first use of this trap, I guarantee everyone will give the thief plenty of space when opening chests]
96-98 – All characters within 5 feet lose one magic item
99-00 – Intelligent chest with abilities of 2nd – 9th level magic-user [nice!]

He also mentions intelligent gold pieces that scream when removed from a room, or replacing real gold pieces in a dragon’s horde with chocolate coins (though as valuable as chocolate was in the “olden days”, that might actually be a step up). He also brings up the idea of creatures with odd alignments (chaotic dwarves, for example).

A couple more spotlights (Joe Fischer rocks!)

Monster Gems are 500 gp gems that can be commanded to turn into monsters (per rolling a wandering monster) for one week – when the week is up, or they are killed, the gem is destroyed as well. It might be fun to rule that every gem worth 500 gp (exactly) is a monster gem.

Hobbit’s Pipe (by Marc Kurowski) – Clay pipe, when smoked, gives ability to blow multi-colored smoke rings (4 per turn, moving at 4” (40’) per turn – love the specificity). The pipe can be smoked 3/day. He also offers up five magic pipeweeds, a bag of infinite wealth, helm of forgetfulness, and ring of infravision.

Lynn Harpold give a long account of Quetzalcoatl and his cult in Central America.

Creature Features gives us the remorhaz. Love the “stat block”:

Move: 12”
Hit Dice: 6/10/14 (8 sided) dice
% in Lair: 20%
Type Treasure: F
Bite for 3-36 points
Breath for 3, 5, or 7 dice of fire damage
Magical Resistance: 75%
Low Intelligence
Neutral
Number Appearing: 1 (1-4 if in lair)
Description: 30’ long. Blue Hued underneath, wings & head backed with red.
Armor Class: Underside: 4. Back: 0 plus special. Head: 2.

Apparently, the standardization bug had not yet bitten.

Jon Pickens presents the Alchemist, a new D&D class. They don’t label this one as an “NPC Class”, so I guess it is fair game for all you D&D-ers out there. I’ll roll one up quickly for FlailSnails:

Xander Wort, Neutral 1st level Alchemist (Student)
Str: 5; Int: 13; Wis: 16; Dex: 16; Con: 7; Cha: 10
HP: 2; Attack: As Cleric; Save: As Fighter (+2 vs. poison and non-magic paralyzation)

Special:
Max. AC is 5
Can use one-handed weapons (excluding magic swords)
Use poisons and magic items usable by all classes
Psionic ability as fighters (replace Body Weaponry with Molecular Agitation)

Special Abilities:
Detect Poison 20%
Neutralize Poison 10%
Neutralize Paralyzation 15%
Identify Potion 5%
Read Languages 80% (one attempt per week)
Prepare poisons (strength level equal to their level; costs 50 gp and 1 day per level) and drugs (as poisons, but knocks unconscious for 4 hours)
Prepare a potion of delusion

Potions:
None – until 3rd level (Scribe)

His bit on poison is pretty cool. If the HD of the poisoner or level of poison is equal to or greater than the victim’s HD, they must save or die. If at least half their HD, they are slowed until a constitution check is passed, trying once per hour. If less than half, there is no effect, but the poison accumulates in the blood until it’s enough to slow or kill the person. A very nice system!

This is actually a very groovy class. The hit points are low, so I don’t know how long Xander would have to live, but he can wear some decent armor and load up on poisoned darts and a poisoned long sword and might just make it to 2nd level.

Jon Pickens also presents optional weapon damage, allowing fighters and thieves to gain mastery in different weapons, increasing the damage they deal with them (except with dwarf hammers, military picks, pikes, pole arms and arrows). Fighters master one weapon per three levels, thieves one weapon per four (and are limited to sword, dagger and sling). Those with a Dex of 13 or better can gain mastery with a combination of two weapons, gaining the ability to strike with both weapons per round or with one weapon and treat the other as a shield. Sword and sword or flail and morningstar combos require a Dex of 16 or better.

Another good system – very clean and simple to use.

All in all, a pretty good issue. Lots of neat rules ideas and some good pulp literature.

My New Character …

Found at Kitschy Kitschy Coo

… is definitely going to be a gnome barbarian!

Hmmm – why not roll up a quick gnome barbarian for Blood & Treasure?

And just for fun, I’ll time how long it takes.

I’m starting at 12:29 PM (yeah, I’m on my lunch break)

First – roll my ability scores. Since I definitely want a gnome barbarian, I’m going to roll 3d6 and arrange as I like. I get 8, 5, 13, 14, 10, 9. Wow – great scores. Okay – he’ll be uncharismatic (I think the photo is proof of that), the good stuff goes into strength and constitution to meet the class requirements, everything else is mediocre.

I make a note of the special abilities from being a gnome, adjust ability scores. Pick a couple languages. Roll 1d10 for barbarian hit points – got a 10. Hot damn.

Now I note the skills and special abilities of a barbarian. Increase land speed, rage, etc.

Final step – buy gear. I have 50 gp to spend (Cha 5 x 10 gp), and if I’m using the photo above for my model, not much gear to buy.

Done at 12:42 PM – took 13 minutes, most of that looking at equipment.

KNOBBY THE BARBARIAN

Strength: 13 / +1
Intelligence: 8 / -1
Wisdom: 9 / +0
Dexterity: 9 / +0
Constitution: 14 / +1
Charisma: 5 / -2

Class: Barbarian
Race: Gnome
Level: 1
Hit Points: 11
Armor Class: 10
Saving Throws: Fort 12, Ref 15, Will 15
Speed: 30 ft.

Languages: Gnome, Common

Special: +2 save vs. illusions, knack for listening at doors, see twice as far as humans in dim light, rage (1/day, double damage for duration of combat but -2 AC), no bonus for attacking him from behind or while invisible

Skills: Bend bars (12), break down doors (12), climb (12), jump (12), survival (15), swim (12)

Money: 25 gp, 1 sp

Gear: Club (0 gp), backpack (2 gp), bedroll (1 sp), 50-ft silk rope (10 gp), hooded lantern (7 gp), oil (3 pints) (3 sp), flint & steel (1 gp), ration (7 days) (35 sp), waterskin (1 gp)

Warriors Six

Looking at the duelist class that I posted last night, I thought it might be a good idea to “roll up” the various fighting classes and see how they stack up in comparison to one another. My method was as follows:

Used Hamete dice server to roll up a set of stats using 3d6. I was going to re-roll until I got a set that would allow all the classes, but got lucky on the first try. The array was 16, 16, 16, 10, 8, 8 and was used for all of the different characters.

I ignored race – I wanted to compare and contrast the classes without any other interference; likewise, I didn’t use the optional feats

I placed each character at 6th level, to see how they stacked up in the “sweet spot”

Hit points were average for the class’s Hit Dice

I gave each character the best armor permitted by their class

Thus, the Warriors Six …

BARDRA

Barbarian, Level 6 (Shield-Biter)

STR 16 (+2); DEX 16 (+2); CON 16 (+2); INT 8 (-1); WIS 10; CHA 8 (-1)

HP 45; ATTACK +5; AC 18 (ring + shield); SAVES – FORT 8; REF 11; WILL 13

Abilities: Land speed +10 ft., rage (2/day, two attacks per round, +2 to Str-related tasks, -2 AC), foes gain no tactical advantage from flanking, sneak attacks or invisibility, immune to extra damage from sneak attacks by thieves of 8th level or less

Skills: Bending Bars (8), Breaking Down Doors (8), Climbing (8), Jumping (8), Surviving (13), Swimming (8)

DAVOS

Duelist, Level 6 (Daredevil)

STR 10; DEX 16 (+2); CON 16 (+2); INT 16 (+2); WIS 8 (-1); CHA 8 (-1)

HP 39; ATTACK +5; AC 17 (leather + buckler); SAVES – FORT 11; REF 8; WILL 14

Abilities: Add intelligence bonus to AC, +2 to hit with special attacks, +4 AC when fighting defensively, +2 to initiative rolls

Skills: Balancing (8), Jumping (13)

FARRO

Fighter, Level 6 (Grognard)

STR 16 (+2); DEX 16 (+2); CON 16 (+2); INT 8 (-1); WIS 8 (-1); CHA 10

HP 45; ATTACK +5; AC 21 (plate + shield); SAVES – FORT 8; REF 11; WILL 14

Abilities: Attack twice per round

Skills: Bending Bars (8), Breaking Down Doors (8), Riding (11)

MALA

Human Monk, Level 6 (Monk)

STR 10; DEX 16 (+2); CON 16 (+2); INT 8 (-1); WIS 16 (+2); CHA 8 (-1)

HP 33; ATTACK +3; AC 15 (unarmored); SAVES – FORT 8; REF 8; WILL 8

Abilities: Flurry of blows (extra attack, -1 to hit an all attacks), stunning blow (1/day; save or stunned for 1d4 rounds), unarmed attacks (1d6 damage, treat as though from +1 weapon); deflect arrows (1/round), land speed +10 ft., reduce fall by 20 ft., immune to all normal diseases

Skills: Balancing (8), Bending Bars (10), Breaking Down Doors (10), Climbing (10), Jumping (10)

PARSIFON

Paladin, Level 6 (Knight)

STR 16 (+2); DEX 8 (-1); CON 10; INT 8 (-1); WIS 16 (+2); CHA 16 (+2)

HP 27; ATTACK +5; AC 18 (plate + shield); SAVES – FORT 10; REF 14; WILL 11

Abilities: Smite chaotic creatures (3/day; +2 to hit, +6 damage), heal damage (6 hp/day), immune to fear, turn undead as 3rd level cleric, paladin spells (1 x 1st), remove disease 1/week

Skills: Riding (14)

RUMACK

Human Ranger, Level 6 (Pathfinder)

STR 16 (+2); DEX 16 (+2); CON 10; INT 8 (-1); WIS 16 (+2); CHA 8 (-1)

HP 27; ATTACK +5; AC 19 (chain + shield); SAVES – FORT 10; REF 8; WILL 11

Abilities: Giant Slayer (+2 to track, extra attack each round vs. giants), ranger spells (1 x 1st)

Skills: Climbing (8), Hiding (8), Moving Silently (8), Surviving (11), Swimming (8), Tracking (11)

ANALYSIS
A quick analysis of the stats (just ranking the classes and assigning some points for best – second best – third best) makes me think the Fighter and Ranger are okay, the Barbarian might be a little too okay, the Paladin a little weak (mostly because he needs those high scores in Wisdom and Charisma – perhaps I could improve his saving throws) and the Duelist comes off as the weakest. I might boost the duelist’s Hit Dice to d10 from d8 and look into some additional skills and perhaps another special ability. Of course, it will really come down to playtesting to see what’s what.

Krime, Italian Style

I was perusing Super Punch this morning when I came across of a skull-faced gentleman called Kriminal. Having never heard of him, I checked him out on Wikipedia and one thing led to another. Here, for your edification and enjoyment are three Italian anti-hero/villains from the mid 1960s.

DIABOLIK
Created by Angela and Luciana Giussani in 1962

Diabolik is a master thief who mostly steals from criminals. He is not averse to killing, but rarely kills innocents or the police. Well versed in chemistry, mechanics and computers, he has a collection of life-like masks that allow him to adopt any identity. Diabolik was raised on a secret island by a criminal combine, the head of which he killed when he reached maturity. He is assisted by his partner and lover Eva Kant. The two live in the tiny kingdom of Clerville, the capitol of which is also Clerville. His arch enemy is Inspector Ginko.

KRIMINAL
Created 1964 by Magnus and Max Bunker

Anthony Logan is an Englishman, a master thief who wears a costume of black and yellow and a skull mask. Early in his career he is a brutal killer seeking vengeance against the criminals that pushed his father into committing suicide. He was raised in a reformatory, having lost his mother and sister when he was quite young, and eventually escaped from the place to pursue his revenge. Logan is assisted by Lola Hudson, ex-wife of his greatest rival, Inspector Patrick Milton of Scotland Yard.

SATANIK
Created by Max Bunker and Magnus, 1964

Satanik is a skilled chemist named Marny Bannister whose face is marred by an angioma. Following the theories of a mad alchemist, she develops a formula that transforms her into a charming beauty that has the side effect of making her a murderous criminal mastermind. She is hunted by Lt. Trent, whose companion she had killed. She eventually becomes engaged to marry black private detective Kriss Hunter.

League of Groovy Gentlemen (and Ladies)

Sorry I’ve been away the last couple days. Still working on Tome of Horrors, Mu-Pan and Mystery Men! In the mean time, I have this odd little thought experiment (that took waaaay to much time to produce) …

So I’m working in the yard the other day, and an idea pops into my head – essentially doing something like the League of Extraordinary Gentleman using only ’70s television as my guide (with a few nods to older and later television). What would a super hero/sci-fi/fantasy world built with ’70s television look like? Well, I think it might look a little something like this …

Note: I’m building most of these heroes with 30,000 XP (except some of the big boys and girls, who get 60,000 XP) to keep them even and maintain the reduced power level usually found on the small screen.

Early 1970’s
Prior to the coming of the disco decade a few heroes had already made their mark on the world. During the WWII, Wonder Woman arrived from Paradise Island to aid the allies against the Nazi threat, but by the end of the war she left Col. Trevor to return home. Whether she ever worked with government agent Steve Rogers is unknown. Since the 1950’s, the incredible Superman had been protecting not only Metropolis, CT but the entire world. The dynamic duo of Batman and Robin had been active in Gotham City, NJ for a decade. The main focus of the nation during this period was, of course, the Cold War with the Soviets, and a whole host of heroes had answered their country’s call, from legendary agents 86 and 99 of Control to the men from UNCLE to the U.K.’s Avengers initiative, which unfortunately closed down by the end of the 1960’s (though whether Steed, Peel and the others ended up in the Village is, of course, a state secret).

As the 1970’s dawns, Dr. Michael Rhodes travels the country with assistant Nancy Murphy solving supernatural crimes and mysteries. Whether the due ever investigated rumors of a genie in Cocoa Beach, FL, witches in Westport, CT, hauntings in Schooner Bay, ME or a flying nun in Puerto Rico is unknown. Magician Anthony Blake, on the other hand, uses prestidigitation and his skill as an escape artist to solve crime.

In 1970 the world still mourns the loss of the fist sub-orbital passenger carrier Spindrift to a cosmic storm. The fate of the crew remains unknown.

A number of organizations, private and public, are in operation in the early 1970’s to protect the world from evil, including Division Seven’s Impossible Mission Force, Hawaii’s Five-O squad on the public side and the World Security Corp of San Francisco and high-tech detective agency Intertect in Los Angeles. World Security Corp’s key agents include Probe One (Hugh Lockwood), Omega Probe (Nick Bianco) and Backup Probe (C.R. Grover), while Intertect soon loses their top operative, soldier-of-fortune Joe Mannix. Agents 86 and 99 are still active with Control in Washington D.C. and still thwarting the plans of Chaos, now with the help of android Hymie. Glenn Garth Gregory of the Delphi Bureau uses his photographic memory to conduct counter-espionage operations.

Meanwhile, a loner known to government agents as “The Immortal” makes his way across the country, pursued by Fletcher.

Mid 1970’s
By the middle of the decade Dr. Michael Rhodes gets some competition in the arena of supernatural investigations, in the form of reporter Carl Kolchak of the Independent News Service’s Chicago Bureau. One wonders if a conversation with fellow journalist Richard Cunningham ever sent Kolchak north to Milwaukee, WI to investigate reports of middle-aged auto shop teacher Arthur Fonzarelli and his amazing control over electronics and women. If he did, he might be told the strange tale of a visit from a man from another world (but more on him later).

Even more incredible is the rise of several new super powered heroes. Astronaut Col. Steve Austin (a colleague of Maj. Anthony Nelson and Capt. William “Buck” Rogers) is revived after a terrible accident and turned into a cyborg operative of the Office of Scientific Intelligence (total cost estimated at $6,000,000). A year later a similar operation is performed on tennis pro Jaimie Sommers of Ojai, CA, making her the world’s first bionic woman.

Two invisible heroes are created during the middle part of the decade, including scientist Daniel Westin who is turned invisible while sabotaging his own equipment at the Klae Corporation and secret agent Sam Casey, code named “The Gemini Man”, of Intersect.

In New York City, a young college student named Peter Parker develops the abilities of a spider after being bitten by a radioactive arachnid. Meanwhile, in California, teenaged Billy Batson begins traveling the state with his mentor in an R.V. and helping folks out of problems as Captain Marvel. He is sometimes assisted by high school teacher-turned superhero Andrea Thomas, who possesses the power of the goddess Isis.

In the U.K., the Ministry revives the Avengers program with two new agents, Purdy and Gambit, under the tutelage of veteran John Steed. Apparently, Steed and former colleague Emma Peel were not sent to the Village.

In Los Angeles, there are persistent rumors of a band of ex-special forces operating in the L.A. underground as soldiers-of-fortune. If you have a problem, if no one else can help, and if you can find them …

Late 1970’s
After 35 years away, Diana Prince, Wonder Woman, returns to America to join the Inter-Agency Defense Command with Steve Trevor, Jr. A few years earlier the United States had attempted to create its own Wonder Woman, but the program was ultimately not continued. Meanwhile, former marine Steve Rogers, Jr. – the son of 1940’s government agent Steve Rogers – is given an injection of FLAG (Full Latent Ability Gain, not to be confused with the Foundation for Law and Government) after a terrible accident and becomes the costumed hero Captain America. Cap roams the country in a heavily modified van fighting crime.

Joining the Immortal as a wandering fugitive is Dr. David Bruce Banner, physician and scientist, who becomes a creature nick-named “The Hulk” after suffering a powerful dose of gamma radiation in an experiment meant to unlock the hidden strength inside human beings. Perhaps his travels take him through the County of Hazzard, GA, where a couple of good old boys has recently been put on probation for running moonshine.

Some non-humans are among the heroes that emerge in the late 1970’s. In California, a possible survivor of the destruction of Atlantis is found with amnesia and goes to work for the Foundation for Oceanic Research, a government agency. Perhaps his travels take him to Bay City, CA, home of detectives Starsky and Hutch. In Boulder, CO, the aforementioned man from space, one Mork from Ork, touches down on Earth on a mission to understand human beings.

Sorcery still abounds in the late 1970’s. Perhaps its most powerful practitioner is a mysterious man called Mr. Roarke, who dwells on a fantastic island in the Caribbean making people’s wishes come true. He is assisted, they say, by a strange homunculus called Tattoo. Just as disturbing is the presence of the infamous Count Dracula, posing as a professor at a college in San Francisco.

Scientific wonders of the late 1970’s include the deep space probe ships Ranger I and Ranger II (Capt. “Buck” Rogers is training during this period for his mission on Ranger III, the last of NASA’s deep space probes) to the incredible nuclear Supertrain, which is the size of a cruise ship and travels between New York and Los Angeles.

Beyond
As the decade closes, mankind faces the destruction of their planet in 1987 by nuclear war – a nuclear war that does not catch Buck Rogers, who is frozen in space at the time. The ultimate cause of that destruction might be the robotic servants of the alien cylons, who followed mankind’s last battlestar, Galactica, to Earth. Perhaps that nuclear holocaust can be avoided by the assemblage of a league of heroes under the tutelage of a mastermind like Mr. Roarke or the mysterious time traveler known only as “the Doctor”.

Guides Through the Wilderness

Six guides to see your safely through the wilderness (or not!), listed in order of their “skill level” as a guide.

1. Percivius is a haughty, arrogant escaped slave who would like to believe himself a leader of men. He primarily worked as a clerk for his master. When his master expired one night from a heart attack, the manor slaves rose up, killed the guards and torched the manor, leaving Percivius out of a job (so to speak) and in just as much trouble as the others. He struck out into the greenwood and nearly died on more than one occasion, but finally made it over the mountains to a city-state where he was unknown. He now works as a wilderness guide, lecturing his charges and scoffing at every survival mistake they make along the way (and doing his best to explain away his own errors). Percivius is short and, thanks to his new life, well muscled and fit. He is balding (hiding it under a Phrygian cap), but still has a few platinum blond ringlets. He has beady eyes that suggest a life of reading by lamp light.

2. Ghadra is a sergeant in the local guard who works on the side as a guide through the wilderness. She makes patrols with her company of crossbowmen every two weeks, and tailor’s her journey to suit her employers. Ghadra is no woodsman, but she knows enough to get along. She primarily relies on strength of numbers and a knowledge of the terrain (the trails, the pitfalls, etc) to get from point A to B safely. If she perceives weakness on the part of her employers, she isn’t above a little brigandry and knows the best places to hide the bodies.

3. Northstarr is a barbarian who clings painfully to the image of the half-naked savage popularized in copper-dreadfuls throughout the Motherlands. A city boy, he set out to remake himself as a barbarian hero, dressing in a red kilt and mail shirt and carrying a bastard sword (the love of his life!). On his head he wears an ornate dragon helm that imposes a -1 penalty to hit on him in combat, but is suits him so he doesn’t really care. Northstarr is a competent woodsman, possessed of mighty thews and, though he adopts a Thulian accent and plays the strong, silent type, has an active and imaginative mind.

4. Fiona appears to be the ultimate guide – tall, fit, competent and self-confident, beautiful. Pity she’s actually a succubus who leads a party into the wilderness and then abandons them there, stealing away the most powerful warrior they have and leaving that warrior’s withered remains on the trail back to town as a taunt. She never appears in the same town twice – at least not without a couple hundred years in between appearances.

5. Mavewyn in an ex-soldier, a pioneer who fought in three major campaigns before retiring and setting up shop on the newly conquered frontier as a guide. Rugged and quiet, he has a good relationship with the barbarian and humanoid tribes in the area – they may not like the incursion into their homeland, but they know he’s a man of honor and they fear his bow and blade. He balks at taking adventurers into the wilderness who aren’t at least 4th level, for after all, if Gygax had intended 1st to 3rd level characters to explore the wild, wilderness rules would have appears in the Basic Set.

6. St. Eudoxius appears to people as a young man in a woolen tunic and blue cloak and carrying a crooked staff. The patron saint of homesteaders, he often appears to those who are lost or in dire straits in the middle of the night, holding a lantern (illuminates 120-foot diameter area as though it were daylight) in one hand and a brace of conies (or whatever game is most appropriate) in the other. After a quick repast (his water skin never seems to empty), he will head off into the night, beckoning people to follow him. Saint Eudoxius knows the location of all strongholds and freeholds in an area and his presence assures one a night of safety (though if he knows a lord or yeoman to be wicked, he will advise the adventurers to quickly be on their way the next morning). He accepts donations of gold that always appear in the nearest Lawful temple or shrine the next morning.

Image from HERE

Celebrating The Dragon – A Challenge

Greg at Gorgonmilk posted some of his favorite covers of the venerable Dragon Magazine, and one of them just happens to be one of my favorites as well. So I got this idea – and I challenge the RPG blogosphere to do the same – find your favorite Dragon cover and write up a brief description with stats. Any era or edition (or any set of rules for that matter) – let’s forget the edition nonsense and celebrate a grand old magazine with a little fun and creativity!

For my part, I give you this little beauty from Denis Beauvais

There was much honor to be had in escorting Mirandra, one of the Vestal Virgins of Nomo, to storied Galardis to reconsecrate the Temple of Vesta in that city, recently uncovered from rubble in one of the ruined precincts. For Keiros the Centaur, it was a chance to cement his reputation as a paladin of the highest water, a reputation he had worked especially hard to establish given the proclivity of his people to drinking and fighting. For Gimwold of the Crooked Staff, it meant a chance to delve into the infamous Librarium of Galardis for the lost tomes of the ancient elves. Neither Gimwold and Keiros trusted the canyon bridge they had come to in the Klarkash Mts, but it was a short span, and the men-at-arms and bearers were already grumbling about journeying through those dark and wicked peaks. It was then that Gigatrikh, wretched scion of the great wyrm Yakh Six-Claw, chose to strike. A nubile maiden was just the thing his hoard lacked!

Gimwold of the Crooked Staff, Magic-User Lvl 7: HP 25; AC 8 [11]; Move 12; Save 9 (7 vs. spells); Special: Spells (5/3/2/1). Str 10, Int 16, Wis 13, Dex 14, Con 13, Cha 13. Speaks Common, bugbear, elf, giant and halfling. Equipment: Staff, darts (3).

Keiros the Juste, Centaur Paladin* Lvl 5: HP 24; AC 2 [17]; Move 12; Save 12; Special: Detect evil, protection from evil, immune to disease, cure disease 1/wk, lay on hands (10 hp), turn undead, destrier, carry 150% more than human, +2 AC vs. grapple and overbearing, attack with hooves (1d6). Str 15, Int 9, Wis 12, Dex 11, Con 12, Cha 15. Speaks Common, centaur. Equipment: Platemail, shield, longsword.

Mirandra the Vestal Virgin, Adept Lvl 3: HP 15; AC 9 [10]; Move 12; Save 13; Special: Healer, spells (2 x 1st). Str 10, Int 10, Wis 16, Dex 14, Con 11, Cha 13. Speaks Common. Equipment: Dagger (dropped).

Gigatrikh, Adult Red Dragon: HD 10 (40 hp); AC 2 [17]; Atk 2 claws (1d8), bite (3d10); Move 9 (F24); Save 5; CL/XP 12/2000; Special: Breathes fire (90′ cone, 30′ at base), can speak but not cast spells.

* The centaur race and paladin class can be found in NOD 1