Into the Unknown

Happy Fourth of July folks! Remember, it’s not enough to value your own liberty, you have to love other peoples’ liberty just as much as your own.

And also remember – two or three hotdogs is probably sufficient unless you want to put on a fireworks display in your gut to rival the one outside tonight.

Now then … I’m busy working, as I’ve mentioned before, on an Old West supplement for Grit & Vigor. I love working on things like this because they give me a chance to learn about things about which I only have a passing knowledge. A couple days ago, I started working on something like random encounter tables for PCs wandering around in the wilderness. I wanted to keep them relatively simple – just suggestions a VM could use to spice up an overland journey. I started out with some general categories of “encounter”, and then realized that I had no idea how frequent these things should be. What to do?

Then it occurred to me … Lewis and Clark kept a diary!

So now I’ve spent a few hours going through the diary and making notes on what they encountered each day, both while traveling in the summer and fall, and camping in the winter. Pretty interesting stuff – I highly suggest giving it a look – and here are the results, according to my encounter definitions (with the definitions following):

Encounter Travel Camp
No Encounter 01-46 01-31
Danger 47-57 32
Ruins 58-67
Herd 68-76 33-34
Predator 77-84
Warriors 85-91 35-40
Settlement 92-96
Travelers 97-99 41-00
Omen 00

Danger: This is a danger of some kind that strikes a person unawares, such as a snake bite, illness, a fall that results in injury, pests, etc.

Herd: This is an encounter with numerous large her-bivores, such as bighorn sheep, elk or bison.

Omen: This is an event that has spiritual significance to one or several of the adventurers.

Predator: This is an encounter with a large predator capable of killing an adventurer, especially if it achieves surprise. In the American West, this is probably a bear, cougar or pack of wolves.

Ruins: The remains of a settlement, such as mounds left by the Mississippian Culture, or an abandoned settlement (see below).

Settlement: A settlement appropriate to the region and time period. This includes trading posts and forts.

Travelers: An encounter with a small or large group of travelers. These people may or may not be capable of defending themselves, but their purpose is not one of violence and the group probably includes women and children. This could be a wagon train, a migration of American Indians or a prospector and his mule. There is a 1% chance that they are accompanied by a famous person appropriate to the time and place.

Warriors: An encounter with a relatively small band of armed men. It could be a hunting or war party of American Indians, a troop of U.S. Cavalry, a gang of outlaws or European fur trappers. There is a 1% chance that they are accompanied by a famous person appropriate to the time and place.

That’s enough for today – I have to prep the dog for the horrors of fireworks tonight. Be good to one another folks – love each other – it’s the only way forward!

Dragon by Dragon – February 1982 (58)

The Clyde Caldwell cover to the February 1982 Dragon Magazine is chock-full of fantasy tropes. You have the warrior woman in weird, revealing armor and a gnome fighter mounted on a giant lizard. You also get a Clyde Caldwell trope, namely lots of feathers. That said, I adore Caldwell’s work, and consider it fundamental to 80’s D&D.

We’ll begin this rule with the editorial – which is rare for me. This one deals with “assassin” and “killer” games, and is written on the subject due to an incident in December 1981 in which a college student playing Assassin was shot by police. I bring it up because I played a game of TAG (The Assassination Game) in junior high school. Well – briefly. I managed to get assassinated while walking from first to second period, but remember that by lunch period we were informed that the school had put an end to it due to one idiot performing an assassination during class. I suppose these days the entire school district would be put on lockdown if some kids were playing “assassination”.  What odd memories we nerds have of youth.

The first big article this month is by Len Lakofka, who is “Beefing up the Cleric.” This article introduces a multitude of new cleric spells that will show up later in official AD&D product. They include ceremony, combine (a neat idea), magic stone, magic vestment, messenger, dust devil, enthrall and negative plane protection. One spell I didn’t immediately recognize – readers of this blog might have better memories than I – Death Prayer (2nd level). This spell reduces the likelihood of a corpse being animated at a later date.

The Dragon’s Bestiary includes the sull and beguiler by Ed Greenwood and Magenta’s cat by Roger E. Moore. These last monsters are the descendants of a cat familiar who was made psionic by its mistress, Magenta, and in the process freed from its obligations as a familiar. It went out and made babies, and they inherited the psionic powers. It’s a very cool idea – a psionic cat causing trouble in a village, trouble blamed on some legendary menace the adventurers try to hunt down.

Michael Parkinson offers up “Medusa’s Blood”. This article details the many creatures that were born from Medusa’s blood, including old fantasy favorites like Pegasus, the Lernaean hydra, the chimera, Cerberus and the Theban sphinx. Some new monsters from the lineage of Medusa include Geryon (the three-headed and three-bodied giant, not the demon lord), Echidna and the Blatant Beast.

The Medusa article is followed up by “Four Myths from Greece”, with stats for Atalanta the huntress (9th level fighter), Daedalus (sage/engineer), the Sybil of Cumae (16th level cleric) and Chiron (15th level centaur ranger).

Dragon 58 has a special section all about dwarves, featuring “The Dwarven Point of View”, “The Gods of the Dwarves”, “Sage Advice on Dwarves” and “Dwarven Magical Items”. Dragon did a few of these series, and elements of them became standard parts of Dungeons & Dragons in later days, especially the dwarven pantheon. Roger E. Moore’s “The Dwarven Point of View” is one of those articles that represents the inflection point of the original DIY days and the middle phase of “explain it all”. It’s a useful article for folks new to fantasy gaming, but I suppose some folks didn’t like the Dragon magazine doing articles that might tie their creative hands, what with it being “semi-official” in D&D world.

I liked this bit from “Sage Advice”:

“Why aren’t ettins mentioned among the bigger creatures which attack dwarves and gnomes at -4?

Ettins may be big and dumb, but they don’t suffer any penalty “to hit” against dwarves and gnomes because of the most obvious difference between ettins and other big humanoids: their two heads. In the words of the Monster Manual, “One of the ettin’s heads is always likely to be alert, so they are difficult to surprise.” And, presumably, also difficult to sneak up on in any other way.”

Now let’s be honest – the answer here is “crap, we forgot to include the ettin”.

Another question that struck me is one that shows a clash of mindsets that I’ve seen myself in our hobby. The question writer asks:

“What would be a reasonable spread of races and sub-races for adventurers and NPCs? For instance, what would be the chance of a PC dwarf being a mountain dwarf?”

An interesting question, and one that would be answerable in a particular campaign, or if there was really such a thing as dwarves and we have solid demographic data on  them. I appreciate the answer:

“The chance of a player character dwarf being a mountain dwarf is 100% — if the player wants to be one, and if no circumstances of the campaign prohibit such a choice.”

I’ve fielded a few similar questions from people reading my games, as though I had some special right to tell them what they could and could not do in their own homes. Some folks have the mindset that there is a “right and wrong” to these games we play, and they seek answers from “authorities”. This isn’t a dig against these folks – it’s just a way of looking at things that differs from mine that I find interesting.

On the topic of “The Gods of the Dwarves” – I really loved Moradin when I was a kid. The demi-human pantheon was another case for me, as a young man, of being amazed that you could make up pretend gods and goddesses for a game. This article also introduces a new undead monster – the rapper.

This issue of Dragon also has a bit of fiction from J. Eric Holmes called “The Bag”. It involves a character of his called Boinger. I haven’t read this one, but I’ll include the first couple paragraphs as a taste for those who might want to delve deeper:

“Perhaps the small master is looking for something special?”

The muscular young halfling put down the leather backpack he had been examining and looked at the person who had addressed him. He was worth looking at, Boinger decided. For one thing, his species was not one the adventurer had ever seen before. The creature was obviously not human; his complexion was slate grey and his face was covered with wrinkles so that it looked like a folded piece of linen with a long, pointy nose sticking out. He was shorter than Boinger himself. Some sort of gnome, the halfling thought, out of the north, I suppose. Shorter than a dwarf, taller than a Lilliputian …”

In Robert Barrow’s “Aiming for Realism in Archery: Longer Ranges, Truer Targets” you get another article trying to make the game more realistic. This one has a useful little table about archery accuracy derived from medieval tournament data:

This article is followed up by “Bowmanship Made More Meaningful” by Carl Parlagreco. This one introduced the idea of minimum strength scores for different bows – a 16 for composite longbows, for example, or 8 for short bows. Using a bow without having the strength required presents a -2 penalty to hit per point of strength deficiency. There’s more – so check it out if you like more realism in D&D.

David Nalle presents “Swords – Slicing Into a Sharp Topic”, which gets into the weeds on that fantasy staple, the sword. You get information on its history and construction. No game stats in this one, but good information for folks new to the topic.

There is also an article by Glenn Rahman on the Knights of Camelot Game. I’ve never played the game, so I cannot review the article, per se, but I love the bit on “Acts of Villainy”. These include:

  1. Distressing a Lady
  2. Imprisoning Persons
  3. Looting a Shrine
  4. Piracy
  5. Seizing a Castle by Storm
  6. Slaying a Good Knight
  7. Slaying a Goodly Hermit Man

This is a great checklist for Chaotic/Evil characters in any game – try to do three or four of these things in every game. The article also has two awesome little tables – the kind of random fun that screams old school gaming to me. The first deals with the merchant ships you might run into while being a pirate:

The second is a random table of dying curses from goodly hermits:

It is so hard to keep track of things like this, but I love the idea of using them during play.

Speaking of useful stuff, Jon Mattson’s “Anything But Human” is for Traveller, but could be useful to anyone. It is a collection of random tables for creating aliens. As always, my review of this article consists of using it – here’s my random alien:

It’s a mammal, feline, average of 67 inches tall, that has a bonus of +1 to education and a penalty of -1 to strength and social standing (which in D&D-esque games would be a bonus to intelligence and a penalty to strength and charisma). The creature has a -3 to their psionic rating. It has no special abilities.

“What’s New? – with Phil and Dixie” covers love magic in D&D. I had a crush on Dixie as a kid … and probably still do.

This issue also has cut-out counters of all the magic-user spells to aid magic-user players in keeping track of what they’re doing.

As always, I’ll leave you with Wormy …

Grandeur from Tramp

Dragon by Dragon – January 1982 (57)

Wow – 1982. I was ten years old (well, nine in January) and still a couple years away from learning about Dungeons & Dragons. Thirty-six years ago – much as changed, and much has not. I guess all these years later, we can be happy that people are still playing D&D and AD&D and other “old school” games. Let’s start the new year by looking at the new year in 1982 in gaming …

Let’s start with the cover, because it’s pretty different from the traditional fantasy fare. We have a woman, maybe modern, knitting dragons (or something like them) onto a blanket  and the dragons are becoming real and flying into the fireplace, all while a strange painting of a man or woman looks on. The tragedy is that I can’t quite make out the signature, and I didn’t see the artist’s name in the magazine.

Update: Nathan Irving writes me to let me know the artist is Dean Morrissey, who provided covers for 16, 18, 28, 60, 84 and 91.

The first big article is “Modern Monsters” by Ed Greenwood. It’s a great article, giving modern (in 1982) vehicles and firearms stats for D&D. The article also goes into some of the pitfalls of pitting “medieval” characters against modern characters. It really all goes to the point that jumping from one reality into another was assumed to be a regular feature by our elders in the hobby. Here’s one insight you might enjoy:

Magic will ultimately determine the fate of an AD&D party in a modern setting. It is the party’s “heavy artillery,” and must be expended with caution, for it is not wholly renewable. Magic users without spell books will be unable to regain their spells.

Lenard Lakofka presents some useful ideas and tables in “Shield and Weapon Skills”, including this insight about shields after he watched some folks from the SCA put on a demonstration of medieval fighting:

Fully 60% of the blows are caught by the shield. Second, a trained fighter who normally uses a broadsword is a much poorer fighter when using a battle axe for the first time. To place these facts in terms of AD&D™ rules, some minor rule changes are proposed. A shield will now give +2 to armor class instead of just +1.

He also presents some rules for determining how long shields last in combat. My favorite scheme is for shields to have to make an item save whenever an attack roll is a natural ’20’.

The tables I mentioned are for determining an NPC’s weapon proficiencies, but they could also be used to determine an NPC’s armaments.

In the “Sorcerer’s Scroll”, one E. Gary Gygax presents some more details about the Greyhawk setting – a good read for those who use that campaign setting.

In “In Search of a James Bond”, Mark Mulkins covers how in a TOP SECRET game one could work for three different operational bureaus at the same time without sacrificing experience points. What Mark covers in three pages I would just hand wave.

Up next is an article I kinda dig called “Random Magic Items” by Pete Mohney. It’s a collection of some groovy little random tables for generating magic items. I’ll generate three of them now:

1) A magic girdle, not cursed, that gives a +1 bonus to all saving throws.

2) An amulet shaped like a double-headed axe that allows the wearer to control animals once per week.

3) A hat that provides a +1 bonus to intelligence – we’ll call it a thinking cap.

If you’re a player of DragonQuest, this issue has an article about magicians by Jon Mattson. Since I’ve never played the game, I can’t comment on the merits of the article.

This issue’s Giants in the Earth covers a couple characters I don’t know – C. J. Cherryh’s Morgaine and Vanye (with art by Jim Holloway) from the books Gate of Ivrel, Well of Shiuan and Fires of Azeroth, Lynn Abbey’s Rifkind from Daughter of the Bright Moon and The Black Flame, and two characters created by Robert E. Howard – Belit and Dark Agnes. Howard. Belit is a Chaotic Evil 10th level fighter in this write-up, though I would probably go Neutral Evil given her devotion to Conan since I conceive of Chaotic Evil as being utterly self-interested.

The special feature of this issue is an AD&D adventure called “The Wandering Trees” by Michael Malone. It is intended for characters level 6th to 9th. The adventure begins thus:

Long ago, so far back that even the elves are not sure when, Termlane Forest was the home of a tribe of tree-worshipping men. These men built a great temple at the heart of The Forest, where they worshipped their mysterious tree-gods.

The adventure concerns a forest of moving trees with only two safe ways through, and a lost temple somewhere in between. It’s a hell of a dangerous forest, so beware. The adventure also includes stakes for the Phooka.

In “Up on a Soapbox”, there are two essays – one by Brian Blume on the problems with playing evil characters in games, and another by Roger E. Moore on the benefits of playing rpg’s with women.

Michael Kluever has an interesting look at “The History of the Shield”. It’s a good primer for those who like to get crunchy. It’s not a short article, and it is well researched with a useful bibliography.

There’s a great insight into 1982 geekdom in “The Electric Eye”, namely the results of a survey regarding to what high tech goodies readers of the magazine had to play with. The results:

  • 46% have an Apple II or Apple II+
  • 38% have a TRS-80
  • 20% have an Atari 400 or 800
  • 9% have a CBM
  • 6% have no computer
  • 6% have a S-100
  • 3% have a North Star
  • 3% have a VIC
  • and 20% have some other computer

The bottom line, apparently was:

Who is the average Electric Eye reader? He’s a 17-year-old male high school student. He has owned a 48K Apple-l I+ with a disk drive, a printer, and a joystick or a paddle set for about a year. He has spent a little over $100 on software, but he mainly either copies out of magazines or does it himself. He reads The Electric Eye for the program listings and reviews, but he is also interested in other facets of computer gaming.

As always, I leave you with Wormy

Save

Dragon by Dragon – October 1981 (54)

Has it been that long since the last Dragon by Dragon? Time flies and time is tight, but there should always be time to travel down through that great gaming oak to the roots and ferment in the brew of our elders.

What the hell am I talking about? The bourbon is doing its job. Let’s get started on issue 54 of the venerable Dragon and see what inspiration we can pull from this issue. Yeah, this will be less review and more “what’s cool that we can use today”.

Cool Cover

How about those angry trees on the cover by Jack Crane. How about a high level druid illusion spell:

Maddening Wood
Level: Druid 7
Area of Effect: One 6-mile hex of woodland per druid level
Duration: One season

The druid enchants a woodland with terrible phantasms. When one approaches the woods proper, the trees loom over them and seem to animate, with grotesque faces and bony claws. Creatures with fewer than 3 HD must pass a saving throw vs. fear or be frightened away. Those who are not afraid initially may plunge into the woods, but things grow worse before they get better. With each step, a save is required for creatures one additional HD higher (i.e. one step in and creatures with 4 HD must save, the next requires creatures with 5 HD to save, and so on). If a creature becomes frightened, all creatures with fewer HD must save again. As one moves deeper into the woods, the wind whips up, the owls hoot, the foliage closes in and becomes more noisome … until one has gone 10 paces in, when the illusory magic ceases and the woods become normal once again.

Eternal Complaint Dept.

“My “lack of realism” argument is very well supported in all of the AD&D entries. By taking a close look you will find an incredibly large amount of monsters in a relatively small area, which, in most cases, has not the means to support even a few of the creatures presented.”

Ruins: Rotted and Risky – but Rewarding by Arn Ashleigh Parker (R.I.P.)

Here’s the first article I dug in this issue, covering ruins – the much neglected cousin to dungeons in D&D. The article contains ideas on designing ruined cities (and thus non-ruined cities), and I love the asumptions made in the article. These are fantasy cities from the mind of Mr. Parker, and they’re awesome. Here’s a few thoughts I enjoyed:

1. Give the players a map showing the perimeter of the ruins, with credit going to the party thief. This saves time, and doesn’t give too much away.

2. Go through the map and decide which buildings are monster lairs; don’t determine what the building actually is until the players investigate.

3. The table of buildings that might be in a ruin (and thus also useful for randomly determining building use in a city)

4. Random bank vault contents! (also useful in modern games, I would think)

5. “The chance for a given thief to open the lock on a bank vault is computed by multiplying the height of the vault (in stories) by 20, and subtracting that number from the thief’s normal percentage chance to open a lock. Thus, a 17th level dwarven thief with a dextereity of 17, who would have an adjusted open-locks chance of 119% for normal locks, has only a 49% chance of cracking a third-story vault, and no chance to open a vault on the sixth story, because the adjustment for the vault’s height (6×20=120) is greater than 119.”

This is what made AD&D great.

6. Private residences are 1d4 stories high. 10% are unusual and were owned by …

7. How long does it take to find a particular building:

 

The Righteous Robbers of Liang Shan P’o by Joseph Ravitts

Cool article with NPC stats for some bad boys of the Water Margin. They include Kung Sun Sheng (“Dragon in the Clouds”), Tai Chung (“The Magic Messenger”), Chang Shun (“White Stripe in the Waves”), Li K’uei (“The Black Whirlwind”) and Shih Hsiu (“The One Who Heeds Not His Life”).

This is followed up by a Giants in the Earth covering E. R. Eddison‘s Four Lords of Demonland.

I Want One of These

Would also be a great game – Wizard Dragon Dwarf Assassin

Beware the Jabberwock by Mark Nuiver

This one presents stats for the Jabberwock, along with a stunning piece of art. The B&T stats are:

Jabberwock

Type: Monster
Size: Huge
Hit Dice: 10 to 12
Armor Class:
Attack: 2 claws (4d4), bite (3d12 + swallow) and tail (2d12)
Movement: 20 ft.
Save: 12
Intelligence: Average
Alignment: Chaotic (NE) or Neutral (N)
No. Appearing: 1
XP/CL:

SQ-Surprised (1 in 6), darkvision 90 feet, detect vorpal blade (1 mile range)

Notes: Jabberwocks mature as do dragons. They have a fearsome gaze (creatures less than 4+1 HD; frightens; frightened creatures must pass a second save or be paralyzed with fear for 2d4 rounds). Tail attacks anyone behind the creature, with a -2 penalty to attack.

Cavern Quest by Bill Fawcett

Worth mentioning this module for AD&D, which is also a sort of quiz with a system for scoring. It’s strange, but probably worth checking out, especially if you want to prove you’re better at AD&D than a friend … or foe! Each room gives you a number of options, usually preparations and actions. Based on your choices, you score points and prove your superiority over other dungeoneers. Cavern Quest could be a fun thing to run on G+ using the polling function, but it is probably too long to make it work.

Cash and Carry for Cowboys by Glenn Rahman

If you need some price lists for an Old West game, this is worth checking out. I wish I’d seen it before writing GRIT & VIGOR.

Bottle of Undead by Bruce Sears

A magic item in the Bazaar of the Bizarre. It is basically an efreet bottle that spews [01-20] a ghost, [21-35] banshee, [36-55] 1d3 spectres, [56-70] 1d2 vampires or [71-00] 1d6 wraiths.

This Makes Me Happy …

As always, I leave you with Tramp …

Dragon by Dragon – July 1981 (51)

If I hadn’t been so busy with writing 2nd editions, I could have done this review in the same month it was published, just 35 years later. Oh well – can’t always get things done as quickly as you would like. On with the review …

Let us begin with one of my favorite bits of old D&D lore – the definitive statement regarding make believe:

“First, an AD&D magic-user is not a fighting class. He or she resorts to a dagger, dart or quarter staff as a last resort. His or her main interest (read, only interest) is magic.”

And now you know!

In “Make Your Own Aliens” by Roger E. Moore we have a nice set of table for making random alien species for Traveller. You don’t see too many “modern” issues of Dragon kicking off with articles for a non-TSR game, and there are more to come. As to the article’s utility, let’s make a random alien:

Our new species lives primarily on land. They have bilateral symmetry and one brain, so they probably won’t be too alien to us. Their brain is in a head, they have no tail and they have 2 feet (I’m starting to think I’m randomly creating human beings). They have 2 arms … but only three fingers and toes on each hand/foot. They also have plantigrade feet which are more like paws than human feet. These aliens are omnivorous hunters, so they are communal, cooperative and aggressive. They weight 50 kg (or 110 lb.) on average. They have no natural weaponry or armor and are covered with feathers or down. They are warm-blooded creatures, give live birth and have two sexes. Their primary sense is auditory, and unlike humans they have light-enhancing vision and heat-tolerant tactile sense.Their auditory organs on on their body rather than head. The roll of the dice say they don’t have any special abilities, but I’m going to roll one anyways and come up with a chameleon-like body covering.

Not too bad – quite a few rolls, but not too many. I’m deciding they are mostly covered with down that can change color to blend in with woodland settings. They have a mane of longer feathers around their neck, and this is what they hear through. I’ll assume they are a primitive people – something like bad-ass barbarians – who are hired as mercenaries by criminal types as body guards.

This article is followed by four more Traveller articles, including one by Marc Miller. Since I’ve never played the game, I can’t really tell you if they’re great or not, but if you play the game, checking out this issue may be worth your while.

At this point, it’s worth noting a couple ads of interest. The first is a sign that the big boys were getting interested in this weird D&D thing that was all the rage … Mattel’s Dungeons & Dragons game! It looks like a real hoot – just a wee bit before I was aware of the game, so I don’t remember seeing any. Alas.

Our next ad of interest comes from Mr. Arneson and Mr. Snyder – Adventures in Fantasy, a complete and consistent system of fantasy rpgs (no shot intended there, I’m sure). This is the second edition of the game, produced after Arneson bought back the rights from Excalibur Games using his settlement money from TSR. Ah – the drama of the rpg industry!

Up next we get back into D&D territory with William Lenox‘s Winged Folk, a new monster. They look like humans with wings, and they are essentially humans with wings with slightly better Hit Dice and AC. Great art with the article, though, and I like the bit about females have 1d4+1 carvings made from wood, gems, etc. Of course, there will only ever be one group of winged folk for me.

Hell yeah! These guys also get some info on being used as playable race, and honestly, the art by Todd Lockwood is pretty great.

Lakofka has an article about what it takes for a character to become 1st level. It gives some XP requirements to become 1st level, after going through a couple pre-1st level stages. Fighters, for example, can begin as 0-level recruits, then move on to becoming 0-level men-at-arms before finally becoming 1st level veterans. I think I like the level titles best (of course I would). It has a bit more about running 0-level characters – good stuff.

If you’re into RuneQuest, or just dig their rules for cults you should check out Eric Robinson’s “The Worshippers of Ratar” for an example of one

I know nothing of Metagaming’s MicroGame #2: Chitin, so I can’t comment much on the article “A New Breed of Bug” by Ben Crowell, but I do like the art by Paul Jaquays.

Up next are two articles addressing the Lawful Good alignment, and specifically how it impact paladins. This was always a popular topic in the old days – much argued over, much lamented. The prolific Roger E. Moore wrote “It’s Not Easy Being Good” and Robert J. Bezold added “Thou Shalt Play This Way: Ten Commandments for Paladins”. I can only imagine how many letters in subsequent issues of Dragon will address these articles.

If you like mini-games, you’ll like this issue, for it includes “Search for the Emperor’s Treasure”. It has a map and counters and looks like it’s lots of fun.

How about this questionaire in this issue’s The Electronic Eye?

How many big disks do you have? Paddles?

Also, special mention for the most tortured spelling of “Basics” ever …

About the only reference I found was on the Internet Archive.

The winged folk were a bonus in this issue, because we still get a “Dragon’s Bestiary” by Mark Cummings. He created a fun monster called the Dark Dweller, close kin to trolls, but 1000 times better because of this …

Yep, they ride the Antrodemus dinosaur! Underground!! This issue also has stats for Pirahna Bats!!! Good for the DM, bad for the players.

All in all, I declare this a groovy issue, mostly for the monsters, all of which would have a place in my campaigns.

As always, I leave you with Tramp.

That Wormy will never be a theatrical animated film is really sad. Sometimes, stories don’t have happy endings.

Random Berserking

Going berserk in combat is such a chaotic thing (small “c” chaotic, of course) that it seems like a perfect place to stick in a random table.

I thought about making a random berserking table for the barbarians in Blood & Treasure Second Edition, but space constraints and a desire to avoid excess dice rolling (I know, for some there cannot be enough) I didn’t. Still, I wrote it, so I might as well get it out there!

Berserkergang

Roll 1d10 and add your barbarian level (or half your fighter level, if your GM swings that way). You may roll once for the combat, or roll each round, with the effect lasting for that round and then ending.
d10
Effect
1-6
+1 to attack, +2 to damage; +1d6 damage vs. non-humanoids
5-11
+1 to AC, +2 to all saving throws
12-15
Two attacks each round
16-18
+2 to attack, +4 to damage; +2d6 damage vs. non-humanoids
19-20
Immune to fear and spells of 2nd level or lower; +1d6 damage to spell casters
21
Opponents must save or be frightened
22
Continue fighting after reaching 0 hit points; save vs. death at end of combat or die
23
Immune to spells of 5th level or lower; +2d6 damage to spell casters
24
Three attacks each round
25
Roll twice, combine results
While berserk, you cannot cast spells, make ranged attacks (other than throwing things), retreat from combat, make or follow complex plans, stop attacking a foe until you or it are dead, and when you kill one foe you must move on to the next closest foe.

A Weird Day at the Faire

Oh, the little faire looked pleasant enough – a sort of company picnic for the feudal set, with children running about and young men trying to show off for the ladies. People strolling, eating, drinking, singing, dancing – a good time.

But since the murder-hobos are involved, there had to be something sinister lurking just under the surface …

Roll d20 and then d4 a few times to generate some interesting or weird encounters at the faire – something the PCs can bump into as they wander. Some of these might even prove of value as game hooks – players arrive too late to stop something from happening, but are called on by the king to investigate and set things right.

Click to enlarge

 

Monstrous One-Liners

Have you ever had a half-ass idea for a monster – just a description and a few ideas for special abilities, or maybe even just a picture – and wanted to use it without having to come up with all the other stats right then and there?

Today, I was jotting down some ideas for monsters at work and I thought up a way to do simple, one line monster descriptions and only one stat – a monster level – that ties into a random chart that determines the combat stats when you need them.

Monsters have levels that run from 1 to 10. The monster’s level determines the dice you roll for its combat stats.

The combat stats are then rolled on this chart. You could do one roll and use all the stats for that line, or roll for each stat – whatever you want. Treat a roll that is less than zero as zero.

Two notes:

*Damage for first attack; second and third attacks are 1 level lower; third and fourth attacks are 2 levels lower

**Movement is slow (S), normal (N), quick (Q) and rapid (R) – use your best judgment for what these mean in your preferred version of the grand old game

Finally – some monster one-liners (with a quick sketch of the killa-bot).

Killa-Bot, the murderous automaton; 4th level; electro-touch (1d6), resist electricity, maniacal laughter (confusion)

Befouler, the drooling eye orb; 8th level; rust ray, acid ray (1d6), disease ray, rot ray (ruins food and water)

Mindbender, worms out to conquer the world; 3rd level; appear as normal neckware, control mind with their touch, magic resistance 15%

Tar-Bull, bovine made of flaming tar; 5th level; fire body (1d6 damage), foul smoke (save or blinded), charge for x3 damage

Mercury Ape, violet violent primate with force arms; 3rd level; constrict with arms (x2 damage), resist all energies, immune to mind effects

So the adventurers run into two of mercury apes while exploring a dungeon. The DM rolls d6-1 five times and discovers they have 2 HD, AC 13, 2 attacks for 1d6 damage and they are slow. She can now make a note of this for the next battle, or even roll over again the next time mercury apes show up.

Scientific Items for Blood and Treasure

It’s been too long since my last post, but I’ve been pretty busy editing Blood & Treasure Second Edition. While the second edition is mostly about fixing errors and streamlining rules, I also decided to add a little extra to the game to make it more than just a revision. What I came up with was a few scientific items to spice up dungeon treasures. The items are, of course, optional for those TKs who do appreciate science fantasy.

Here’s a little sneak peek at the items.

Scientific Items

Some TK’s may wish to mingle some science (or science-fantasy, really) into their game. Perhaps their campaign is set long after a great war that left the world in a primitive state, and thus powerful scientific artifacts are hidden in ruins. On the other hand, it could be a “sword & planet” or planetary romance campaign, not unlike the world of Barsoom in Edgar Rice Burrough’s John Carter of Mars series of books, which mingles objects of super science alongside swords and armor.
Whatever the reason, the following tables can be used to roll random scientific treasures to include in your dungeon ruins.

d%         Science Value01-12     Power crystals (1d6)
13-18     Bionics
19-21     Blaster
22-23     Brain implant
24-29     Chronometer
30-34     Cubitron
35-37     Electro-whip
38-41     Exoskeleton
42-44     Flying discs
45-47     Force belt
48-50     Holo-projector
51-58     Infrared goggles
60-61     Jet belt
62-63     Laser sword
64-68     Mutagen capsule
69          Preservation collar
70-75     Ray gun
76-78     Shock gloves
79-83     Sonic pick
84-89     Spacesuit
90-92     Throwing disc
93-97     Tri-scanner
98-00     Vibro-dagger

The items will require a flow chart to figure out.
Here are a couple descriptions:

Bionics: Bionics are scientific items that can be attached to living bodies, improving them in various ways. The table below determines what bionic part was found:

d6 Bionic
1. Arm—left
2. Arm—right
3. Eye
4. Leg—left
5. Leg—right
6. Pincer

A bionic part can either be held up to a freshly severed stump, in which case it attaches itself (and stops the bleeding), or it can be opened and then sealed over the body part. In this latter case, the bionic item soon destroys the part it was fastened over (a painful process) and ruins it for future use.

Bionic items are not powered by power crystals. Rather, they integrate themselves into one’s own body, and power themselves biologically. Each bionic implant a character has “drains” one point of constitution while it is still implanted. When removed, the drained point of constitution is restored (though the body part is not).

Arm: Increase strength by +1; if both arms are bionic, unarmed damage is 1d4

Eye: Darkvision to 60’, find secret doors on roll of 1 to 4 on 1d6

Leg: Increase speed by +10 feet per round; leap 15 feet forward and 5 feet backward or straight up

Pincer: Gain melee attack for 1d6+1 damage; opponents suffer -2 penalty to save vs. grapple attacks

Skullcap: Increase intelligence by +2

Blaster: A blaster is a large device that fits over one’s hand. It is powered by one’s life force rather than a power crystal. Each time it is used, the user must pass a saving throw or suffer 1 point of constitution drain. This drain cannot be healed until the device is removed, which requires a character to roll d% under her combined intelligence and wisdom scores.

While attached to a character, the blaster can send out a laser blast (120’ line, ignores half of armor’s armor bonus, deals 3d6 fire damage) or a sonic blast (60’ cone, 2d6 sonic damage, save vs. deafness for 1 hour, crystal and glass items must save or be shattered).

When a character’s constitution falls below 5, he becomes Chaotic. If constitution is reduced to 0, the user becomes a mindless zombie and the blaster falls from their hand.

Flying Discs: These 2-ft. diameter metal discs can be adhered to the feet and provide the ability to levitate up to 60 feet off the ground, or fly at a speed of 60 feet per round. They consume 1 charge from their power crystals per 10 minutes of use.

Laser Sword: These swords appear to be no more than a pommel until activated. They drain 1 charge from their power crystal per minute of use. Laser swords give off light as a torch and ignore half of non-magic armor’s armor bonus. Laser swords deal 1d10 damage.

Power Crystal: These small, luminous crystals provide power for scientific items. Each crystal holds 10 charges when it is found (unless it is found in an object that was being used, in which case it has 1d10 charges).

Sonic Pick: This 8” long metal wand can be used to find secret doors, open locks and find and remove traps. The user must roll 1d20 under their intelligence score to successfully use the device. Each use uses 1 charge.

And if Brutorz Bill is reading this – yeah, the mutagen capsules come with a little random mutation table.

Dragon by Dragon – March 1981 (47)

It’s been a little while since I had the time to review a Dragon Magazine, but today is the day!

I’m going to kick it right off with a letter to the editor …

‘The height of absurdity’

Dear Editor:

I finished reading my December issue of DRAGON magazine in a rage. I refer to the letter from the player (“Lowly Players”) who says his DM won’t let his group subscribe to DRAGON magazine because therein are things meant only for the DM.

The height of absurdity indeed.

Aside from overwrought readers, what else does #47 offer?

Up first is the AD&D exam, which might be fun to put on Google+ for a prize … something to think about. It looks like it’s mostly True or False, which suggests starting with contestants in brackets like the NCAA basketball tournament.

A letter about the elemental planes by Steven Kienle brought up a couple neat ideas, to whit:

“Play on other planes gives the DM a chance to introduce new magic items into the campaign without “overloading” the prime material world, perhaps altering their characteristics or their effects to conform with how they would operate in the alien environment.”

Nice idea – offer up some magic items to help survive on the plane, but make them useless elsewhere.

“Because of the strangeness of our appearance to natives of other planes, a character’s Charisma would be reduced by from 1-3 points in attempts to communicate or deal with the creature (but never going below 3). The amount of the reduction depends on how dissimilar the two creature types are; for instance, it might be -1 on the elemental plane of earth, because both life forms have solid bodies, but it would be greater on the elemental plane of air, where the native life form does not have a solid body.”

Air elementals do not favor the “flesh time”.

“Natives of the elemental planes need not be entirely alien and original; but might be adaptations of creatures found on the prime material. For example, a spider native to the plane of fire would appear as a ball of fire with eight tongues of flame sticking out of it. Most undead creatures would appear different on an elemental plane, since they would be the undead form of a creature native to that plane. For instance, a skeleton on the plane of fire would appear as a network of flames instead of a structure of bones.”

Neat ideas for fire plane monsters!

The letter reminds me of the old Dragon material, where it was people throwing around clever ideas without “ruling” them to death.

It is followed by a complicated thing about using search patterns while traveling astrally, yadda yadda yadda …

Dig this awesome art …

It’s a collection of weird planar monsters by Patrick Amory (this guy?), including the wirchler (seen above), the aruchai (blobs of flesh from Limbo), the phoenix from Elysium, the furies from Tartarus, the mapmakers from Pandemonium, the flards of Nirvana and the sugo from Acheron.

Here’s a slick excerpt:

“The Wirchler originates from the plane of Gehenna, the Valley of Flame. Fire is their natural habitat, much as air is ours. They are, however, known to leave their dreadful home in groups to search for new prey. At present they pay precious Fire-gems to the Night Hags in Hades in return for Larvae to torture.”

Fire-gems for night hags. Nice.

Leonard Lakofka then takes a special look at the thief. It’s a nice article, covering some things he thinks players miss about playing a thief – picking more pockets, sneaking into camps to steal things or make maps, etc. He also adds a percent chance to set traps, beginning at 26% at first level and topping out at 80% at 15th level. Makes sense to me. He includes a modifier for high or low dexterity, and the following racial adjustments: Dwarves +15%, gnomes +10%, halflings +8%, half-orcs +4% and elves -5%.

Lakofka also adds this tidbit: Multiply Intelligence by 12 to discover the percentage chance that a character can read and write in a language he speaks. This would only impact characters with an intelligence of 8 or lower.

Giants in the Earth presents stats by Katharine Brahtin Kerr for P. Vergilius Maro’s Camilla (a Chaotic Good 10th level fighter) and Medea, Tamer of Dragons (a Chaotic Neutral 18th level magic-user with sage abilities).

Here’s a quick bit from Top Secret by Merle M. Rasmussen – determining handedness of agents:

01-89: Character is right-handed
90-99: Character is left-handed
00: Character is ambidextrous

In case you needed such a table.

Here’s the good stuff – a game by David Cook called Crimefighters, for simulating the heroes of pulp fiction. I wonder if anyone has done a retro-clone of this game?

Here’s the “mysterious power table” for making Shadow-esque characters:

1 – Command
2 – Confusion
3 – ESP
4 – Fear
5 – Foresight
6 – Hypnotism
7 – Invisibility
8 – Luck
9 – Shadow Control
10 – Sight

Combat is measured in seconds in a clever system that requires one to state their actions and then roll initiative. Changing one’s actions mid-stream introduces a 1 second penalty.

It comes with an adventure – “The Case of the Editor’s Envelope”. The set up isn’t unlike what I did with Mystery Men!

It looks like a very playable system, with plenty that can be used by folks playing other games.

It’s times like these I wish I had the time to whip up a quick game on Google+ – would probably be a blast.

Boy, some of those alien ships in Cluster look familiar:

Also a nice little Otus sketch:

And then there’s Jim Holloway’s illustration for Tony Watson‘s review of Task Force Games’ Robots!.

You can pick up a used copy at Amazon.

I leave you, as always, with a bit of Tramp

Very Disney-esque, this one.

Have fun on the internet, and don’t give into rage if you discover somebody won’t let their players read the Dragon.