Dragon by Dragon – October 1979 (30)

We’re baking here in Vegas , so perhaps a nice magazine from the fall of 1979 will put me into a cooler mindset.

I know – The Dragon #30! That’s the ticket!

But, of course, October isn’t about being cool. It’s about being horrified. ’79 was a good time for that, and not just because of the Carter administration. ’79 was The Amityville Horror, Alien, Phantasm, The Brood, Nosferatu the Vampyre, Dracula … and I never saw any of them. Frankly, not a horror movie fan. Let’s get to the magazine.

First – the cover. What a great cover. I love covers with lots of little details, lots of things to get the brain ticking.

Dig this from the opening of Kask’s editorial:

“As I am writing this (11 Sep), DUNGEONS & DRAGONS is getting the publicity that we used to just dream about, back when we were freezing in Gary’s basement in the beginning. If we had our ‘druthers’, it would not have happened in such a fashion. By now, as you read this, I hope the mystery surrounding the disappearance of James Egbert has been happily resolved. Whatever the circumstances of the incident, it has been a nightmare for his parents and family, as well as for TSR Hobbies, Inc. It has been speculated that James was involved in some sort of D&D game that went beyond the realm of pencil and paper roleplaying, and may have mutated into something tragic. D&D was seized upon as a possible connection to the disappearance, for a variety of reasons. First, James was an avid player. Indeed, I have met him at past conventions,
and he used to subscribe to TD.”

And so it begins. In case you don’t know, James Dallas Egbert III was a student at … well, you can read about it at Wikipedia. This may have made D&D more famous, but it also started the backlash against it by morons everywhere dedicated to ruining innocent fun. Worst of all, it led to the TV movie Mazes & Monsters, starring a young Tom Hanks. Not all the Money Pit in the world can make up for that.

The Game’s the Thing … and I Used to Think GenCon Stood for General Confusion
by Kim Mohan

You might recognize Mohan’s name. He was a the new kid at TSR when he wrote this review of GenCon XII. In short – he liked it.

Where the Orcs Are
by Steve Brown

This article features a bitchin’ miniature diorama by Steve Brown. He wanted to enter it into the miniatures contest at GenCon XII, but it didn’t fit into any categories. Nevertheless, it was awesome, and had to get some love, so …

I’m going to assume the picture in the article doesn’t do it justice. Actually, there are a dozen photos, and the underground orc castle looks incredible. Brown says it took him a year to do the thing, and it carried a price tag of $4000 at the con (which would be about $13,000 in todays dollars, proving that the geek community has never been all that swift with their time and money … thank God).

Leomund’s Tiny Hut: Good Evening
by Lenard Lakofka

This was the first of the Leomund’s Tiny Hut’s, which were usually interesting articles that covered all sorts of gaming topics. This one, appropriately enough, is about vampires. It digs into the AD&D vampire, going in depth on its abilities and answering questions gamers might have had about the monster. For example:

1) Once the vampire’s hit points are calculated (it has 8+3 HD), they do not vary – i.e. you do not re-roll hit points when it regenerates in its coffin. Back in the day, there was an idea that adventurer’s re-rolled their hit points for each adventure (an idea I actually kind of like – to represent when people are super on their game, and when they aren’t).

2) Vampires don’t want too many lesser vampires under their control – really no more than 4. It sounds like the vampire wants to make sure there are plenty of living people to feed on, so he has to take care. Like a shepherd and his flock. And lesser vampires don’t create more lesser vampires.

3) Here’s one that got me: “The Vampire’s existence on the Negative Material Plane …” Wow – dig the idea. Maybe it was widespread. A negative material plane, duplicate of our own in some ways – but probably a nightmarish version – inhabited by the undead who also have an existence in the positive material plane. Neat. And what a great place to set an epic adventure!

4) It takes 1-4 segments for a vampire to transform (a segment is a second, for those not steeped in the timekeeping of AD&D), but only 4 if the vampire is surprised. After one segment to adjust, it can be mobile. When a combat round was predicated on segment-by-segment actions, this would be valuable information.

5) It still takes a magic weapon to damage a vampire in bat form.

6) A vampire in gaseous form “scattered to the four winds” can reform in 1-100 segments (i.e. less than 2 minutes). Also – DM’s should pre-set a hit point total at which a vampire will go gaseous.

He also gives some ideas about how to properly dispose of vampires, the spells they are immune to, details on regeneration, “lesser” vampires, summoning and charming, etc. It reminds me of the “Ecology of …” articles they used to do.

Observer’s Report: ORIGINS: Chaos With a Happy Ending
by Fantasysmith

To begin with, a note:

“This OBSERVER’S REPORT is written by the same person that does FANTASYSMITH’S NOTEBOOK. He prefers to do both under the pseudonym FANTASYSMITH, for reasons that he has made clear to us, and which we will honor.”

I think I just realized that Fantasysmith was, in actuality, Richard Nixon! I have no proof yet, but I’m launching a new Kickstarter to raise $1 million to help me get to the truth.

And now, I have to quote the first line of the article:

“Fluid sugar draws bees, fluid filth draws flies, and fluid situations attract the chaotic. This last was the case at ORIGINS ’79.”

Sheer poetry.

And now, an advert …

Cool module. Cool art. And remember, “tell them you saw it in The Dragon”.

From the Sorcerer’s Scroll: New Setting for the Adventure
by Gary Gygax

Here, Gygax talks about the relationship between TSR and TSR Periodicals, and his relationship as publisher vs. Tim Kask as editor and … yeah, I know. Who cares?

He then talks about the “Mugger” article from a couple issues back, and how it is both funny and great inspiration to look at different settings for games, in this case, the mean urban streets. Gary also gives us the lowdown on an adventure he’s working on in which adventurers in a city in the World of Greyhawk delve under that city and somehow end up in a subway tunnel in the modern world. He gives these guides for the particulars:

– In the city setting, magic will work, although cleric spells above third level will not. Of course, firearms also work.

– The perils of the place — police, street gangs, muggers, criminals of other sorts, citizens with
karate training or able to box, those with guard dogs, etc. — will be numerous and different.

– Weapons aren’t difficult to rate according to damage. Electricity will be interesting — low-tension AC giving but 1d6 damage (4d6 if the party is well grounded), low-tension DC doing 1d6 each segment until the victim is freed, and high-tension DC doing 1d20 in the same manner.

– Cars will inflict 1d4 damage for each 10 mph of speed. Small trucks will get a d6, large ones a d8, and trains a d10 for each 10 mph.

– Each special character (guard, policeman, street tough, mugger, etc.) will be given a level roughly corresponding to those of AD& characters, although the type of dice used will be non-standard.

– If the adventurers survive and manage to return to their own place in the multiverse, they will have little in the way of treasure — at least in all probability. Firearms will not work in the World of Greyhawk, of course.

He ends by pointing out that Schick and Moldvay make some of the heroes in their Giants in the Earth series too powerful. Now’s a good time for me to preview the way I’m rating fictional and real NPC’s in GRIT & VIGOR – by the number of years they’ve been active:

The New, Improved Ninja
by Sheldon Price

This is a set of rules extensions for the ninja class, which was published at some point in the past – I don’t remember the issue, and they don’t mention it here.

This version of the ninja is based on the book NINJA: The Invisible Assassins by Andrew Adams, published in 1970 by O’Hara Publications, Inc. of Los Angeles, California. Yeah – you can get it at Amazon.com.

The article starts out with weaponry. Here are some highlights:

In the hands of a ninja, the hankyu (short bow) fires at twice the normal rate.

There is a 5% chance per day of searching that a ninja can find 1d6 plants that work as caltrops.

It takes one week, and costs 2 sp, to make metal claws for the hands and feet.

Staves had small missiles attached to one end that could be thrown by flicking the staff.

Poison water guns have a range of 60′, and produce a cone of water 10′ wide at the base and 60′ high. The main use is to blind eyes – it takes 1d12 rounds to clear the eyes.

The weird signs the ninja makes (called kuji-kiri) are not magical, but they restore his morale and entrance non-ninjas (saving throw allowed).

Ninjas have two kinds of sandals – essentially they can replace the soles. One gave better traction, the other a more silent step.

Ninja can wear up to chainmail, and they can pad it so it remains silent without adding encumbrance.

Ninja can foretell the weather in the short term. Which is nice, because when assassination just ain’t paying, they can becomes TV weathermen.

They are also “earth aware” – can find good places for ambushes – and “man aware” – can manipulate people.

There is a huge list of special ninja equipment, from special torches to swimming flippers and rocket arrows.

There is a section on poison (the substance, not the metal band). Gyokuro is a poison that causes slow death – it kills the ill in a few days, and the healthy in 70. Wouldn’t that be a fun way to end a PC’s life. “Sorry Bill, you suddenly collapse dead in the street while haggling over that beaver tail soup. Turns out a ninja poisoned you a couple adventures back.”

Ninjas can make laugh-inducing poisons at level 4, sleep-inducing poisons at level 6, and insanity-inducing poisons at level 8.

Ninjas also have healing abilities, mostly on themselves, but I would think they would work on others.

Basically, ninjas are awesome.

Lankhmar: The Formative Years of “Fafhrd” and “The Mouser”
by Dr. Franklin C. MacKnight

For those not in the know, Lankhmar is not only the setting of Fritz Leiber’s stories of Fafhrd and the Mouser, but also a game. This article is written by a friend of his, and thus witnessed the birth of the Nehwon stories and the game. From the author:

Lankhmar wasn’t just a game, it was an adventure. The pieces were not mere abstractions, but heroes with personalities with which one identified. It provided an esthetic thrill unequaled in my experience in any other game anywhere.”

Starring Barry Gibb as Fafhrd

Add Lankhmar to the list of games I want to play. The article goes on to explain how the game was originally played (before it was turned into something more commercially viable in 1976 – see HERE).

We also get this tidbit about Harry Otto Fischer:

“Harry not only looked like Edgar Bergen’s Charlie McCarthy but had a similarly extroverted temperament and wit. The famous puppet could have been copied from him!”

The article is a must read for folks who love the stories. Great background stuff.

Design Forum: Boot Hill? Sure! But What Scale?
by Ralph Wagner

That title is such an artifact of its time. We don’t live in a magazine world anymore, and whenever something passes from now to then to what, so many little things pass with it. I’m only 43 years old, but the then I was born into is rapidly becoming a what. I think my childhood and the childhood of people born in 1900 have more in common than my childhood and people born just 20 years later.

Oh – the article. It’s about what scale miniatures to use with Boot Hill. Personally, I would have gone with these bad boys:

Found at Etsy … already sold. Damn.

Designer’s Notes: Flattop: A Long Game but a Strong Game
by S. Craig Taylor, Jr.

This is a discussion of Flattop, a game that covers the Coral Sea-Solomon Islands geography during 1942, specifically the three carrier-to-carrier battles of that year, Coral Sea, Eastern Solomons and Santa Cruz. Mr. Taylor was the game’s designer and developer, and he has a few insights about it, in particular about victory points and the difficulty in writing a truly original game. Sounds like a pip. And a great cover, by the way.

Up on a Soap Box: Standardization vs. Playability
by Bob Bledsaw

He discusses the value of standardization in a game, but also its limitations. Wow – I’m sure you didn’t see that coming. Mostly, he describes how he does his own campaigns – how he handles the races and technology and religion. Could be some useful stuff to the newbies – after all, at this point almost everyone playing the game was a newbie. By being a basic framework, D&D opened the doors to a whole new world, and everyone was feeling out what they could and couldn’t do in that world.  What a great time.

And look at this little ad that popped up on page 21:

Things are about to get weird. If you are reading this and haven’t heard of Arduin, look it up.

Armies of the Renaissance
by Nick Nascati

This is Part V, and covers the armies of Eastern Europe – Poland, Hungary, Russia and the Ottoman Empire. It’s a good article – one page, two column, and covers the basic very nicely. What if we came up with a big d% table with 100 entries that determined a first level fighter’s starting equipment, based on various historical warriors (and maybe Buck Rogers thrown in just for fun). Might have to do that for the blog.

Tournament Success in Six Steps
by Jon Pickens

Tournaments were such a big deal in the old days. I wasn’t a con-goer then (or now, to be honest), so my only exposure to them at all was in some of the old AD&D modules I owned, which had a section on using the module in a tournament, with the points scores, etc.

Here a quick version of Jon’s rules for success:

1) Get in – i.e. sign up for a game. If you don’t get in the first round, sign up for the second.

2) Use magic to get rid of obstacles that would take too long to overcome the old fashioned way.

3) Have a plan (always a good idea).

4) Pay attention to the DM, and if something seems amiss, question him. He might only give out certain bits of information if the right questions are asked.

5) Don’t waste time.

6) Never quit – avoid combat as much as possible, but if you have to do it, do it with extreme prejudice.

Finally, never argue with the DM. If you think he or she screwed up, bring it up politely.

Out on a Limb

Ah – letters to the editor time. Here’s a dandy:

Q: “Something has been bothering me about the Druid class in DUNGEONS & DRAGONS. That is, I know of a couple of people in Chapel Hill who don’t know each other, but they are both the ‘Great Druid’.

A: “The stricture regarding the number of high level Druids is on a per world basis.”

He kindly didn’t add, “dumbass”.

Geek Rage of the Week:

“En garde, Master Rahman and those of you who defend such shoddy pieces of work such as Bakshi’s. (I’ll refrain from referring to it as the ‘Lord of the Rings’).”

Good Advice of the Week:

“It is my contention that all “good” referees should make it their duty to change large portions of the concepts presented in any given role-playing game.”

Terrible Augury of the Future:

“As you may have noticed last month, Wormy has returned. Wormy’s creator got married and moved to California, but he promises that Wormy is back to stay. As to more of Dave’s art, that is up to him and his job in CA. One can always hope . . .”

Cool ad for Dragon Tooth Fantasy Figures:

I haven’t done a random encounter table based on a mini’s ad in a while, so here goes:

d10

1. Rogue or thief (roll 1d4 for level) in leather doublet with short sword, mounted on light warhorse. Wears cloak and floppy hat. Will do anything to steal your purse.

2. Sorcerer (roll 1d5 for level) in the middle of casting one of his highest level spells. Will be extremely cross if you mess it up.

3. Swordsman (roll 1d6 for level) armed with sword and spear.

4. Rictus, the Zombie King; zombie with 12 HD and the strength of a hill giant (+4 damage).

5. Swordsman Kane, a neutral evil 8th level fighter from the terrible north, escaping his love of a good woman who threatened to turn his heart to good. Has +1 scale mail and greatsword.

6. Sorceress (roll 1d8 for level); she holds the mystic Moon Staff of Myrmidor, which can cast all sorts of cool light spells, and confusion and which can cast hold monster, at will, against lycanthropes. She rides a light warhorse.

7. Cleric in mitre with mace. Roll 1d10 for level. He is suffering a crisis of conscience, as he caught mother superior stealing milk and didn’t damn her.

8. Fool or jester, recently released from his master’s service and very hungry. He is a 1st level assassin.

9. Bard or harpist (roll 1d12 for level) in puffy velvet clothes and a great hat. He carries a silver longsword and a golden lyre that charms fey, 4/day. He rides a dapple grey light warhorse. He is arrogant and good-natured.

10. Swordsman Roland (level 9 fighter), with scale mail, +2 shield (axes stick to it on a roll of 1-2 on 1d6) and a major chip on his shoulder towards paladins and rangers (they think they’re so awesome).

Also, found this old issue of Popular Mechanics about painting Dragon Tooth miniatures.

Also, dig this 1978 catalog (which I’ve probably already posted at some point).

Giants in the Earth
by Lawrence Schick and Tom Moldvay

This edition of G in the E features Piers Anthony’s Sol of All Weapons (LN 20th level fighter, 14th level monk), Tanith Lee’s Zorayas (LE 23rd level magic-user) and Clark Ashton Smith’s Maal Dweb (LE 20th level magic-user).

I dug the little advert for Cities, by Stephen Abrams. I did a search and found that he did a few versions of this book, including one for Runequest. I think I’m going to by myself one. I’m intrigued. If I do, I’ll post a review.

The Dragon’s Augury

The games reviewed in this issue are Spellmaker reviewed by Bruce Boegman, Black Hole reviewed by David Cook and Down Styphon reviewed by Kenneth Hulme.

Spellmaker (1978, by Eric Solomon) pits powerful wizards against one another, trying to transport a princess to their castle to win the game. The reviewer calls it a “rare gem”, and I must admit, it sounds pretty cool. The spells are card-based, and I’d love to see a deck of them.

Black Hole (1978, by Robert A Taylor) pits two mining cartels against one another to capture a donut-shaped asteroid with a black hole tethered in the middle. The review is positive, so it might be a good con game for two.

Down Styphon! (1977, by Mike Gilbert) sounds pretty interesting. It is based on the book Lord Kalven of Otherwhen by H. Beam Piper, in which a Penn. State trooper is transported to a parallel earth where the secret of gunpowder is controlled by a bunch of priests. The trooper knows how to make gunpowder, better weapons and he knows something about the “future” of warfare. The game is a miniatures wargame in the musket and pike era. It is apparently a very playable game with only OK layout and some missing stats for artillery (which are provided in the review).

Bazaar of the Bizarre: Orlow’s Inventions Can Liven Up Your Life
by William Fawcett

This article could be a great blog post – a random list of minor magic items that include spoons of stirring, brooms of sweeping, needles of sewing, amulets of caterpillar control, socks of dryness and matches of many lights. This stuff would be so great for putting in a wizard’s tower. Just awesome – if you can find a copy of this issue, find it for this. I’d post the random table, but it’s a little more than I’d be comfortable sharing considering the mag is copyrighted.

So, Different Worlds gaming mag. Never heard of this. I hunted down some descriptions, and apparently some issues you can still buy. I love the art in the ad, and would love to see a sample issue in PDF. There is so much buried treasure out there for gaming!

I also have to share this ad, for on heck of an artist for hire …

… who is still out there working, thankfully.

Dig Tramp’s minotaur in Wormy. So cool.

Dragon’s Bestiary: The Curst
by Ed Greenwood

I’m not sure if this is the first thing in the magazine by Ed Greenwood or not. The curst are still roaming about in the Forgotten Realms setting. Humanoids (98% are human stock) that have been cursed and cannot die, they are chaotic neutral, retain their class abilities except psychic powers and magic, gain infravision 90′ and apparently have no sense of smell. In modern parlance, they would be a “template”.

Finieous Fingers shows us what failing a surprise roll looks like.

And that does it for The Dragon #30. A pretty good issue, overall, with lots of interesting artifacts of the old days of gaming that I love. Seriously – find a copy and check out the minor magic items article – well worth it.

Dragon by Dragon – September 1979 (29)

September of 1979, and lots of kids were getting ready to go back to school (and lots of parents were thanking God the kids were going back to school). Maybe the mail brought a few of those kids one last bit of fun before the learning began – Dragon #29.

Note on the cover – not terribly impressive to me, except for that little bit in the lower right-hand corner. Woimy’s back!

What does the “premier magazine of games and gaming” have for us this month?

Kask has a few things about subscriptions to discuss in the opening. First, make sure you address things to TSR Periodicals to get things moving fast. Second, let them know when you’re moving. Finally, when you resubcribe, do it before your subscription ends to make sure you don’t miss an issue. All of these things – almost completely moot in the modern world.

Apparently, this was an issue for clarifications – they had to reprint the image of the Slinger from last month’s Bestiary – they apparently should have told the printer to increase the screen density by 20%. Here’s Mary Lynn’s little masterpiece:

The first article is missing a title, but the TOC calls it “Of the Gods”. Whatever it’s called, its by Craig Bakey and concerns the idea of “campaign gods”. The argument by Bakey is that every campaign should have its own gods and goddesses, rather than just using the mythos in “Gods, Demi-gods and Heroes”. What follows are some guidelines on how to create an original pantheon for your game. A couple points:

1. The power of the gods runs in cycles, so different pantheons can hold sway over the Prime Material Plane at different times, though the other gods are by no means powerless. This is actually a cool idea – different gangs of gods rising and falling in power.

2. Beyond the gods are forces of immeasurable power who have long since lost interest in the universe – i.e. The Old Gods. According to Bakey, there are 24 hyper-physical padrones which manifest themselves as colored jewels of six different disciplines. The concepts of Law and Chaos, and the gods themselves, originated in these jewels.

Note – I love how in the old days, an article that seemed like it was going to be campaign neutral suddenly decides on pretty campaign specific stuff that everyone should use. It’s as though there was still an idea that all D&D campaigns really should be linked with each other, and therefore needed to have a solid foundation underpinning them.

The aforementioned disciplines are:

I – blue gems – abstract religion

II – purple gems – space, dimensions, form, motion

III – green gems – matter

IV – yellow gems – intellect

V – orange gems – individual and intersocial volitions

VI – red gems – affections, personal, moral, religious, etc.

He goes on to describe the basic characteristics all deities should have, and other statistics to define them. Then come the random tables for generating deities – this I like. The main table has a weird entry on it that might come from the digitizing of the magazines, but it covers the basic power level of the deity – from demi-god to “gods of the inner circle” to banished gods and rogue gods. There are tables for determining Armor Class and Hit Points, relations between the gods, alignment, gender, their portfolio, and extraordinary abilities and fantastic possessions. He goes on to present some sample pantheons, which appear to have an alignment factor to them (makes the whole rotating pantheons in power make more sense).

I dig that he includes “Dormamnu” as the god of paradoxes and energy. Ardnha, the “presence of swords and machines” and Quasiman, the goddess of black sorcerers sounds pretty cool as well.

Next is a variant on the Source of the Nile game by the authors, Dave Weseley and Ross Maker (I think). It’s a collection of flow charts that are pretty meaningless without the game rules. Or maybe not – here’s a sample:

Now that I look at them, they might be useful to somebody running a wilderness adventure. In fact, designing some flow charts of my own might be useful.

In the “Fantasy Smith’s Notebook” we have “An Ounce of Preparation is Worth a Ton of Paint”. I always found this to be true when I painted minitures (Warhammer, mostly). A nice primer coat was a must, especially since I sucked at painting a good black undercoat really helped make my minis look way better than they would have otherwise. The article is a good guide to prepping miniatures, using dowels to hold them (wish I’d thought of that), filing them to correct problems with the casting, etc.

An interesting thing that was either an advertisement or a tiny article comes at the end of the previous article, for the Order of the Indian Wars (PO Box 7401, AC 501-225-3996, Little Rock, Arkansas 72217), a group dedicated to studying the American Indian Wars.

The coolest thing – still around! OIW’s website is HERE.

Gary Gygax is up next with “From the Sorcerer’s Scroll”. Here, he introduces “The Half-Ogre, Smiting Him Hip and Thigh”. Here, EGG mentions that he has seen many treatments of the idea, and now he’s wading in with something official – and a warning.

“The character races in AD&D were selected with care. They give variety of approach, but any player selecting a non-human (part- or demi-human) character does not have any real advantage.”

“Consider the various factors which must be taken into account when designing a race for game purposes. Remember that last part, game purposes; AD&D is, first and foremost, a game. Races, just as with classes, must be in relative balance with each other, as well as with the game as a whole.”

Dear old dad

He actually gives some nice design advice on creating character races, and also on why he made the rules he made in AD&D to keep things balanced.

Time to roll up a half-ogre. Half-ogres have the following ability scores: Str 14-18 (use d6, with 5 and 5 equaling 18), Int 3-12 (3d4), Wis 2-12 (2d6), Dex 3-12 (3d4), Con 14-18 (as Str above) and Cha 2-8 (2d4).

Note – I suddenly love the idea of each race rolling different dice for its ability scores, instead of just using bonuses and penalties.

I roll up the following: Str 16, Int 7, Wis 7, Dex 7, Con 17, Cha 3 (or 6 with ogres and half-ogres … so even my own people find me distasteful).

Half-ogres can be fighters (unlimited advancement) or clerics. I don’t qualify as a cleric, so I guess my half-ogre, Zapp Smashigan, will be a fighter. As a half-ogre, I get infravision to 60′, speak ogre, orc and troll (if raised by my ogre parent), a swarthy and dull complexion, dark and lank hair, an average height of 7.5 feet, roll two Hit Dice at 1st level, and then regular progression thereafter. So, as a first level fighter, I roll 15 hit points, plus 3 per hit dice for my high Con, so 21 hit points at first level. Not too shabby, actually. If the others chip in and get me a decent weapon and armor, I can really kick some tail and let the clerics focus on healing the other fighters in the group.

Next, Harold Pitt gives us “Curses: Never Get Even – Get Ahead”. From the second paragraph:

“The curses spoken of here are the ones that the Dungeon Master may lay onto his players as a matter of the course of play, a penalty for acting out of character (alignment), or just as an equalizer for someone who has been exceptionally successful. Or for that character that has just succeeded in demolishing the trap you spent hours agonizing over (frustrating, isn’t it?) and feel that perhaps, somehow, he shouldn’t get away scot free. Remember: never get even—get ahead!”

Harold sounds like a fun DM to play with. “Hmm, Pete’s thief has done pretty well this adventure, even got past that killer trap I set up. Guess it’s time to curse him.”

The advice in the article is sound and common sense – I use it when designing curses in my hex crawls. Basically – figure out what will really challenge a character, and use it. Curses really should be about challenging the players and making the game more interesting. As Harold puts it:

“In conclusion, cursing can be fun. It can become a battle of wits and resources between DM and player.”

Still, I can’t endorse the idea that the DM needs revenge on successful players. No good will come from that attitude.

Time for “Out on a Limb” and some thoughtful letters to the editor. I actually liked this bit in a letter from Marc Jacobs of Allentown, PA:

“Obviously, the feudal class structure of Europe will not work for D&D the way it is usually played. First, ruined castles and dungeons would probably be the property of someone, and adventuring in them would be akin to poaching in the king’s forest. In a magic-intensive world, it would be hard to hide the origins of your wealth.”

Maybe it’s just me, but I don’t see this as a bug, but rather as a feature.

Dig this from the editor:

“To my knowledge, and I’ve been here since there has been a TSR Hobbies, Inc., there has never been an “enemies list” or black list. Not that we don’t take note of who the most vociferous critics are, naturally we do.

I don’t have a bad side; my answers are very much the product of the mood I’m in or how the particular letter struck me at the time. There are dozens of different ways to humiliate people in print that I would never stoop to using.”

Good times. Good times.

Lawrence Schick and Tom Moldvay now come waltzing in with another “Giants in the Earth”. This month, we get Roger Zelazny’s Shadowjack, a 25th level thief, 9th (18th) level fighter and 9th (18th) level magic-user. Also, Jack Vance’s Iucounu, the Laughing Magician, a 20th level magic-user. Along with Iucounu, you get a bevy of Vancian spells: The Charm of Forlorn Encystment, The Charm of Untiring Nourishment, The Excellent Prismatic Spray, Felojun’s Second Hypnotic Spell, etc. I’ll reproduce one of these spells:

Thasdrubel’s Laganetic Transfer or the Agency of Far Despatch: when this spell is uttered, the recipient is bound as if by a hold person spell. A nycadaemon appears (i.e., is gated in), grasps the held recipient and flies him or her either to a point designated by the caster or 10-100 miles in a random direction. Range: 3”. Area of effect: 1 creature. Casting time: 1 round. Saving throw: none.

Idea – everybody picks a character from “GitE” and we hold a Google+ fight club using AD&D rules.

In the “Design Forum”, Doug Green presents “Rewarding Heroism in D&D”. It comes down like so: If a player or a couple players want to act for the entire group in situations where the life or freedom of the entire party is on the line, they attack as though twice their normal level (or apply spell rules as though double level, though they don’t get additional spells), and take half-damage from attacks. All other abilities are +20%.

As Doug puts it, “This rule simulates the effect of adrenalin on a person in a life or death situation and the natural law present in most fantasy stories that good will triumph over evil.”

Doug also gives the point man in the party +20% XP, and anyone praying after sacrificing himself has a percent chance equal to his level of getting a reaction from the gods. Also, heroic acts are worth 1,000 to 5,000 XP.

Not sure who wrote this next one, but it’s called Inns and Taverns, and the art is groovy:

The article gives a nice guide to what inns and taverns are (or were), along with percent chance to find on in different sized communities (75% chance in a community with 150 people or less) and what to do without one (beg for lodgings). He notes that in 1453, Paris consisted of three square miles, within which lived 150,000 people and 5,000 inns and taverns.

He also covers prices (5 cp to 5 gp per night – quite a spread), what you get for your money, etc. Good, solid article. I have to reproduce the food prices:

Check out this little inclusion:

So now you know.

I also enjoyed this ad from Nimrod Games:

A couple links for you – Knights & Knaves and Surigao Strait.

J. D. Webster now gives us a variant – “Air War North Vietnam”. It presents some new scenarios for the game, which I know little about. I do know that my favorite fighter plane when I was a kid was the F-4 Phantom II.

Thomas Holsinger now gives us “Smaller Than Man-Sized Weapons Table”. Simple little article showing weapon damage for weapons as used by gnomes or goblins. Useful table back in the day, probably not as much now.

For those who like costumes and hitting people with sticks, Allen Hammack writes “Anatomy of an S.C.A. Battle – The Sleep War”. This article introduces the ways and means of the Society for Creative Anachronism in terms of their battles.

Paul Karlsson Johnstone now tells us of the “Origins of the Norse Pantheon”. Nice article about where it came from, what it meant, the cults. A good introduction to the topic.

Jerome Arkenberg gives us “The Mythos of Oceania in Dungeons & Dragons”, with sections for Micronesia and Melanesia. I dig the Porpoise Girls (AC 2, HP 50, fight as 1st level fighters). Their ogres can also shapechange into giants, crocodiles, snakes, ospreys, fish, hawks and bears. That’s actually a nice little variation.

How good were these miniatures? FIND OUT HERE!

“Strain and Spell Casting” is a nice article by Kevin Thompson. The editor notes that this is the first “spell point” system he has ever liked, possibly because it makes magic-users weaker. It is based on the idea that each spell cast causes strain on the magic-user. The magic-user’s Constitution score determines their “strain multiplier”.

You multiply this by his level to get his total strain points for the game. So, a 5th level magic-user with a 8 constitution has 2 strain points. When a spell is cast, the spell level is deducted from the strain points. Spells from magical implements cause half-strain, while potions cause no strain.

The magic-user can go over his normal daily strain total by consulting the Effectiveness Chart and roll D6.

You also have to roll on the Overstrain Chart:

I dig the system for the most part. It’s pretty similar to what I did in Pars Fortuna. It does seem a bit severe, though, for mid-level magic-users who don’t have great Constitutions.

I have a feeling this is my new half-ogre character

Now we get a few quick, short articles (often the best kind) –

“Trained Animals in Dungeons & Dragons” by Robert Greayer. It deals with using wild dogs, war dogs, wolves, dire wolves, winter wolves, worgs, pigeons, ravens, hawks, falcons, golden eagles and bald eagles as henchmen. I would give Zapp Smashigan a bald eagle for a pet, but I think his Charisma is too low. Poor Zapp.

Mike Crane gives us “Aging in D&D”. He has a neat little chart of the percentile chance, at different ages, that a character keeps his Str, Dex or Con as-is, instead of losing a point or two. Simple and clean – I like it.

“Adventures in the Improbable” by Richard Dienst is a weird little story about using the thieves’ guild charts in Greyhawk. I really don’t know what to do with it.

Rick Krebs tells us “Non-Player Characters Have Feelings Too”, a set of random tables to generate personalities for NPC’s.

“Bazaar of the Bizarre” this month is the “Ring of the Necromancer” by Bill Howell and “A Working Design for Heward’s Mystical Organ” by Steven Widerhoft.

The Dragon’s Augury reviews dice by The Armory in Baltimore, new water-based paints (also by The Armory), Reich: The Iron Dream of German Unification by Chaosium, Raiders and Traders by Chaosium, a couple books on tanks and The Tolkien Quiz Book by Bart Andrews (love the cover).

The Dragon’s Bestiary presents “Whiz-Bang Beetles (Coleoptera Conflagratio Amotensia) by John Hageman. These are tiny beetles that are like living bullets. They attack fire sources, and in their hives there is a 75% chance of finding 1d6 ounces of “whiz-bang honey” that might give people heightened speed (like a potion). I like these guys – they would make a good swarm creature in modern versions of the game.

In Wormy by Tramp, we get a nice summing up of what has happened up to this point, including Wormy stomping on dwarves, the arrival of the blue demon from the 8-ball, etc. I would super love to play a game set in the Wormy world – anyone out there game?

And this ends #29! Lots of interesting little articles in this one, and noticeably less war game-oriented than some of the recent issues. Hope you enjoyed it – have a groovy Sunday and an efficient week ahead.

Fashion of the Future!

Saw something interesting at Public Domain Review about the future of fashion. Actually, the imagined future of fashion in the 1890’s based on a book from future (1993). W. Cade Gall, the author, found this book, which tells of the immutable laws that govern the waves that move through fashion.

Let’s see what the future book tells us about fashion in the Roaring ’20s

Hmmm. Pretty close

Now, here’s what I think is usable (besides the images, which will figure prominently in what I write for Terra Obscura, the land of the Philosopher Kings in Nod) in the article.

Random Fashion Table
For the most part, when I write cultures in Nod I base them on real world cultures (or perceptions of real world cultures). Why? Because a thoroughly make-believe world requires the players to learn a tremendous amount of made up bullshit about things that don’t exist, instead of them focusing on having fun drinking beer, rolling dice, and playing a game. That said, I do like to throw a few weird civilizations out there to keep things interesting, and the little table of waves might be useful for generating ideas about how they dress. The book conveniently gives us six waves – to whit:

1. Angustorial / Wobbling
2. Severe / Recuperative
3. Latorial / Decided
4. Tailor-Made / Opaque
5. Ebullient / Bizarre
6. Hysterical / Angustorial

The first term refers to the type, the second to the tendency. And no – I don’t know what “the tendency” means for sure. And “angustorial” and “latorial” – I can’t find definitions for those words. Perhaps they meant augustorial? Oh hell, maybe it’s not that useful after all. Or perhaps I just need to make a few changes:

ROLL D6
1. August and senatorial style as dictated by the elite; many ornaments, rich fabrics (and lots of it) and textures, meant to look refined, stately and elegant
2. Severe and simple, a reaction to the previous style that is casual and not ornamental in the least, focusing on solid colors, simple fabrics and clean, classic lines
3. A loosening of styles, fuller and blowsier, with sedate patterns, with a bit more trim (but not the ornamentation of phase 1); fashion is highly dictated at this point, and weirdos are barely tolerated
4. Much as before, but quality is the watch word – clothes are tailor-made and well fitted, and no two suits or gowns are quite the same
5. Ebullience and joy reign supreme, as a new generation takes advantage of the loosening of rules and introduces doodads, geegaws and bright colors and patterns to the mix – Ah youth!
6. The ebullience of before becomes a hysterical riot of color and pattern, with over complicated and impractical designs and a high degree of ornamentation; even now, the elite are beginning to create the august style that will appear next …

It Came from the Sky!

Roll d30 if your players are futzing around in the wilderness boring you to death, and inflict one of the following random encounters on them …

1. A silver bird dropping silver daggers (low quality, but useful given the plague of apparitions in the neighborhood)

2. A tiny meteorite (1% chance of hitting somebody)

3. The sound of trumpets (all LG characters receive bless for 24 hours)

4. Waves of crimson sound that warn of … Murder!

From HERE

5. A red dragon spelling out “Eat at Joes” in smoke

6. A green luminescence that causes all plant-life to grow wild (per entangle), causes 1 in 10 trees to turn into treants, and heals 1d6 points of damage to all living things

7. Acid rain (1d6 acid damage per round, item saves for objects, lasts 1d6 minutes)

8. A silver canister of the mi-go (holds the brain of a 1d4+3 level magic-user)

9. A frozen black sphere (when it thaws in one minute it becomes a black ooze)

10. 3 and 20 blackbirds, recently released from a pie and bent on revenge against humanity (treat as enraged bat swarm with 2 attacks per round)

From HERE

11. A flight of pegasi, willing to give good characters a lift (I won’t say exactly what they’ll do to the evil, but it involves gaining altitude first)

12. A senile old giant owl who has mistook the halfling or gnome for a giant rat

13. A WW1-era biplane with a confused pilot

14. A disk of glowing orange metal crewed by 20 ultra-troglodytes (troglodytes in shiny orange jumpsuits with bulging brains, genius IQ’s and psychic powers)

15. An errant catapult stone (1% chance it lands on a character, dealing 10d6 damage)

From HERE

16. A sylph floating gently to the ground, love in her eyes and a song in her heart – she is soon joined by many others, who put on an impromptu ballet until a bunch of satyrs show up to ruin everything

17. A flight of seven harpies with a barbed net

18. The head of a frost giant, recently knocked from its should a few miles away by the hammer of the mighty Thor (or whatever native giant species and thunder god works in your campaign)

19. Confetti – it rains for hours

20. A rain of frogs, thrown into the atmosphere by a water spout

21. Sky pirates on a flying clipper – they bungee down to attack and plunder

22. An angel of the Lord, with grave tidings – the nearest metropolis is to be laid low for its sins

23. Two dozen giant bees, looking for a new home, their old one having been sacked by a clan of werebears

24. A holy sword, which embeds itself in the ground; it can only be removed by the rightful
Emperor-Pope of All Paladins (first paladin to 20th level can claim it)

From HERE

25. A black comet that sends out waves of revulsion and decrepitude

26. A black cloud, moving fast and against the wind and carrying with it the sounds of a clash of swords – perhaps a combatant will wing down to pick up the adventurers as reinforcements

27. 15 bird men – they seek ornaments for their queen, who is brooding

28. The Imam of the Jinn, on a magic prayer rug (treat as magic carpet), seeking converts to the Lawful Neutral faith and warriors for his crusade against the efreet

29. Mana from heaven (treat as triple strength create food spell)

30. A storm giant’s castle on a floating island; it’s on a crash course that will cause havoc and destruction about one mile from here (and it creates one heck of a great dungeon to explore)

 

Dragon By Dragon – August 1979 (28)

It’s August 1979, and you’re standing in front of a magazine rack. Which magazine do you choose?

Well, too bad. I’m not reviewing Playboy (more’s the pity). You’re going to have to be happy with The Dragon #28.

We open this issue with this:

“It is fun to be unique. It is fun to be part of something unique. Sometimes, though, some of us forget just how strange all of this stuff is to the uninitiated. In the eyes of the mainstream of contemporary culture, what we do — play “games” — is decidedly different. Some would even
call it strange …”

Kask ain’t just whistlin’ Dixie. The funny thing is – as much as Gary and Dave’s little game has influence modern video games, those of us who still play the pen & paper varieties are still considered strange. People I work with are always a little surprised – not sure quite how to react – when I mention that I write role playing game books. Interesting to hear in the comments how many of us are “open gamers”.

Well, this issue opens up with a biggee – “The Politics of Hell” by Alexander Von Thorn. Van Thorn has an author page at Amazon.com, and (if it’s him) a Twitter account. If you have any questions about Hellish politics, feel free to contact the author directly.

The first line is: “Author’s note: The following article cannot be considered the official doctrine of either Advanced Dungeons and Dragons or the Roman Catholic Church. However, it is compatible with AD&D, and except for the parts about Asmodeus it is not in conflict with works on demonology as generally accepted by Catholic exorcists, thus enjoying tacit approval by the Church.” You know, just in case you were worried about your AD&D game rubbing the Catholic exorcists the wrong way.

The article pretty much sets up the political landscape of AD&D’s version of Hell, as we came to know it through the Monster Manuals, with Asmodeus on the top of the heap. It also includes stats for Satan, Belial, and Astaroth (with art).

Next, Jake Jaquet presents The Dungeon Master’s Guide – possibly the most useful RPG book ever made. The article is a collection of comments and reminiscences by people who were involved with the project, including Jeff Leason, Len Lakofka, Lawrence Schick, Jean Wells, Allan Hammack, Mike Carr, James Ward, Darlene Pekul and Gary Gygax, in an exclusive interview with The Dragon (I’m sure it was quite a coup to land that interview!)

Up next, Dan Bromberg writes “A Short Course in D&D. This is an interesting article about folks at Cranbrook Prep School setting up a 2 week course in D&D for incoming freshmen. They ended up charging $1.50, plus another $1.50 for low impact dice (the DM didn’t have to pay). The course books were a copy of Basic D&D and the Player’s Handbook. Given the fact that I still find rules in AD&D I didn’t know existed, a course like this might have been useful to me when I was a kid.

Time for some war gaming – “The Cavalry Plain at Austerlitz” by Bill Fawcett. This is a nice description of the battle that pitted the cavalry of Napoleon’s France against Austria and Russia. It is followed up by an article on “Simulating the Cavalry Plain”, also by Mr. Fawcett. He gives a nice overview of the order of battle on both sides, along with victory conditions for each side. Highly useful for folks playing Napoleonic war games.

I didn’t get interested in the Napoleonics until I started reading Military History magazine in college. Now I’m super excited to get GRIT & VIGOR published so I can write up a Napoleonic supplement to it.

Next up – alignment time! Gary Gygax opines on Evil: Law vs. Chaos in “From the Sorcerer’s Scroll”. In this, he defines the characteristics of Chaotic Evil and Lawful Evil … and then let’s Neutral Evil fall where it may. He defines “evil” as the desire to advance self over others by whatever means possible, and always by the foulest means possible (emphasis mine). I like this, because it makes no qualms about what evil characters are in AD&D – they’re villains. They’re not misunderstood, and they’re not necessarily realistic depictions of human beings. Just theatrical villains you can take some enjoyment in beating the crap out of (or in playing, if you’re in the mood to foreclose on orphans and tie maidens to railroads). The Law vs. Chaos element is the desire to create a world ruled by evil vs. evil for its own sake. Now you know.

Dig this ad:

Looks like Judge’s Guild got into computer games early. The only thing I can’t figure is whether or not this was a licensed game. Here’s the article on the game at Wikipedia … and here, apparently, is a clone …

Allen Hammack writes “Six Guns & Sorcery”. If this sounds familiar, you might remember it from the old DMG, where they provided guides for conversions between AD&D and Boot Hill and AD&D and Gamma World. If you need a quick bravery stat, you can use the following:

Subtract the following from 100 for each class:

Cleric: 2 x Wisdom
Fighter and Monk: 1 x Wisdom
Magic-User: 3 x Wisdom
Thief: 4 x Wisdom

Maybe more interesting are the damage dice for some Old West weapons – Derringers do 1d4 damage, other hand guns do 1d8, shotguns do 1d10 and dynamite sticks do 4d6 damage. With these values, I wonder why they were so worried about including firearms in D&D.

Phil Neuscheler now writes “Fantasy Smith’s Notebook”. This was intended as a series of articles concerning the modeling of miniatures for D&D.

“When you have small amounts of cash to start with, you may wish to get adventurer character figures first, and use a substitute for monsters in your miniature games. After all, you will continue to play your own character(s) no matter what kind of monsters you encounter, so you’ll use the character figure more often than any individual monster. Monsters are simply not cost effective.”

The article provides contact information for several miniature makers active at the time. I wondered how many were still in the business today:

U.S. Airfix – I remember these guys making airplane models – maybe snap-together models. They still produce figures, though I’m not sure they have any ancients or medievals anymore.

Archive Miniatures – These guys appear to be defunct.

Garrison (Greenwood & Ball) – Sadly closed for business. Name sounds more like a law firm.

Grenadier – These folks appear to now be owned by Mirliton. Free downloads at the link.

Hinchcliffe Models Ltd – Still alive, but owned by Hinds Figures Ltd.

Heritage Models Inc – now defunct.

Jack Scruby’s Miniatures – there’s a Jack Scruby line at HistoriFigs. Also found a catalog from 1972 at Amazon.

Martian Miniatures – couldn’t find them online.

Miniature Figurines Ltd (Minifigs) – alive and kickin’ with a Tripod site.

Ral Partha Enterprises – still around, and pushing the resurgence of Chaos Wars. I always wanted to get into these minis when I was a kid, but the money just wasn’t there.

Next up is “Armies of the Renaissance – Part IV The English” by Nick Nascati. This covers the Welsh longbow and its importance to the rise of English military power, as well as their deadly combination of bill, pike and musket. They wore less armor than other armies, but appear to have had a high level of discipline. Also notable is the adoption of the red coat in the late 1600’s.

You might remember Lance Harrop from last week’s installment of Dragon By Dragon – this week we’re looking at his “Elvish Tactics in Fantasy Miniatures”. Not surprisingly, elvish tactics are all about speed and maneuverability. Lance gives us the following order of battle:

The light archers, light horse archers and light cavalry are there to harass the enemy. The light archers are protected by the light infantry. The medium infantry are the main line of troops, with the medium archers behind them. The elite heavy infantry are the reserve, and the medium mounted infantry and heavy mounted infantry are fast deployment reserves. The medium cavalry are the shock troops, and the heavy infantry are the elite elvish knights.

As always, Mr. Harrop gives a few notes about elves:

* They use silver to denote rank, not gold
* They do not use red or black leather
* High elves wear blue and white, middle elves green and white, low elves dark green and tan, sea elves sea green and sky blue and dark elves browns and blacks
* Elves are concerned with having a unified front

Next, Gygax sounds off in Up On A Soap Box – in this edition, on manufacturer conventions. You can imagine how fascinating this article is 35 years after it was written.

In Out on a Limb, we present this week’s Great Moments in Nerd Rage:

“This brings me to a point that I didn’t want to write about when I started this letter: spell points. I HAVE HAD ENOUGH OF FORGETTING SPELLS!!!!!!!” – Mark Jacobs

And in response:

“Gee, it’s always so much fun getting letters from unproven critics who think they have some inner track on “the way of things.” As to what may or may not be absurd, let me say this; if you don’t like it, why give me all of this grief? D&D has always made a point of being nothing more than guidelines for structuring a game, and stating so.”

Oh wait – some more:

“Your argument that healing is too slow is specious, and naive. You obviously have never been in a combat situation yourself, nor have you apparently even participated in something such as the Society for Creative Anachronism’s mock battles.”

God, I love this hobby (and God – I hate this hobby).

We now have another installment of The Voyages of Exploration Ship Znutar. An excerpt:

We have next a full board game by Tom Wham – The Awful Green Things from Outer Space. I won’t go into much detail here – the rules look pretty simple, the game is tied in with Znutar above, and I love that they used to do things like this in The Dragon.

Len Lakofka’s Bazaar of the Bizarre presents Potions of Forgetfulness, Rings of Silence, the Horn of Hadies (their spelling, not mine), the Chime of Warning, the Apparatus of Spiky Owns (a play on Spike Jones, God bless him), Leomund’s Plate and Cup, and a slick little guide for generating random magic-user spell books. To whit:

Jon Mattson now gives us “Level Progression for Players and Dungeon Masters”. This is actually a guide to how many XP players and Dungeon Master’s earn for playing different games. I kinda love this – would be a blast to introduce to the blogosphere. I have to reproduce the level charts:

“Giants in the Earth” time! Lawrence Schick and Tom Moldvay (my hero) give us the following literary giants given AD&D stats:

Leigh Brackett’s Eric John Stark (15th level fighter) – I have to admit, I was bored to tears by the one Eric John Stark book I read; they also include stats for Northhounds (4 HD)

Lord Dunsany’s Welleran (A Lawful Good ghost that possesses anyone who picks up his sword)

James M. Ward now gives us “Monty Strikes Back”. He was the original Monty Hall Dungeon Master, you might remember, who gave out tons of great treasure. This is another story of a game played with many of the early entrants into the hobby.

“We were on a winter level tonight and were far from pleased. It was Friday, one of our usual D&D nights and we were going down into a refrigerated level of Monty’s that we had found weeks before. We had all made fur coats for our figures and most of the group was going down. Robert, Jake, and Dave (I) (Tractics boys through and through) were going down as their 20th level fighters; Brian (a tractics lover too, but a fanatic on Western Gunfight) was going as his 21st level thief/fighter/cleric dwarf; Ernie, Dave (II), and I were going down as wizards of the 18th level (just little guys); Freddie was his stupid high level sword carried by a flesh golem from Jake’s golem squadron; Tom and Tim went as druids (probably because they liked all types of herbs).”

In “The Dragon’s Augury”, we have reviews of Divine Right by TSR, Sorcerer by SPI, and a book, America B.C.: Ancient Settlers in the New World by Barry Fell. Still for sale at Amazon, and four stars!

“The Dragon’s Bestiary” gives us Jake Jaquet’s Slinger. Here are the basic stats in B&T format:

Tiny Magical Beast, Low Intelligence, HD 3, AC 17, ATK 1 spine (1d4 + poison IV), MV 60, F15 R11 W15, AL N, XP 300.

These little buggers, which look like iguanas, can throw their tail spines about 20′. They are vulnerable to fire.

Fineous Fingers, Fred and Charly are stealing a Palantir in this issue.

And that wraps up issue #28. It’s always nice to leave with a song, and since Spike Jones was mentioned …

Found Under the Loose Dungeon Floor Tile …

Before we get to the random table, I’d like to announce that Bloody Basic – Sinew & Steel Edition is now up for sale at Lulu.com as a PDF (the book will follow). This is basic role-playing without the magic – imagine if the original fantasy game had been based on the medieval war game rules without the fantasy supplement included.

Races are exchanged for Social Ranks, classes are Armsman, Scholar and Villein, and to make up for all the space normally taken up by spells, fantasy monsters and magic items, I included some simple rules for mass combat, sieges, jousting and archery tournaments. The rules are still pretty short, so the book only costs $6.99 – not too bad. Click on the title to check it out at Lulu.

I should get NOD 26 up for sale tonight as a PDF. When I get my review copies, the books will follow. More on that later.

And now, back to our regularly scheduled program …

What I Found Under the Loose Dungeon Floor Tile (Roll d20)

1. A yawning abyss – it is cold, and light flute music can be heard from within it

2. A giant, leering eye

3. A rope loop – pull it to set off all the traps on this level of the dungeon

4. A wooden box – holds …
A. The ashen remains of a vampire
B. Mummy bandages
C. Incense cubes – varying scents, one casts a cloudkill spell
D. Candle stubs – one holds a key to an important room in this dungeon
E. Chicken bones
F. Shuriken, one is a +1 shuriken
G. 1 week of iron rations
H. A vial of holy water
I. A collection of glass eyes
J. Silver pince-nez

5. An iron strong box – holds …
A. Copper coins – ancient and verdigrised
B. Silver coins – all pierced and defaced
C. Gold coins – the edges have been sharpened
D. Silk handkerchiefs (5)
E. A velvet glove (allows a single vampiric touch then decays into dust)
F. Shards of delicious peanut brittle

6. Goop – smells terrible, stains skin and clothes muddy purple – treat as stinking cloud

7. Green slime – actually forms a layer under the entire floor, and will bubble up through the cracks at an inopportune time

8. Last will and testament of a high level adventurer

9. Map of a lower level (incomplete)

10. Intense light (save vs. blindness)

11. Nothing – but causes a steel cage to materialize around the adventurers

12. Nothing – but removing it causes the dungeon illusion the adventurers have been in to disappear, revealing they are in an alien laboratory (break out Star Frontiers!)

13. An oil slick (Texas tea!) – begins pouring up and soon covers most of this level of the dungeon (same effect as grease spell)

14. An intelligent +2 dagger with a note – the dagger will obey so long as its wielder commits to assassinating a local dignitary or royal within 1 week; turns into a -2 cursed dagger if this is not done

15. A long, narrow shaft to a pocket dungeon level or just a lower level of the dungeon

16. A grasping hand on a long arm (treat as a ghoul or wight)

17. A silver spike driven into the ground – it was driven into a vampire’s heart, which will regenerate if the silver spike is removed

18. A carved stone that tells the dungeon’s history (or fills in gaps in the characters’ knowledge)

19. Black tentacles (per the spell) erupt from the floor

20. A portal back to the dungeon entrance (works once, afterwards, it just sends people to random rooms on deeper levels)

Dragon by Dragon – June 1979 (26)

Two years ago, I was writing a series of weekly blog posts on the old issues of Dragon magazine – something like reviews with a bit of crunch mixed in. And then I stopped. And I don’t remember why.

Well, now I’m starting again. So … journey back in time with me to June of 1979, when the Bee Gees were dominating the charts with Love You Inside Out

Oh – that’s Wanda Nevada. Brooke Shields. Groovy.

Anyhow – into this golden age of entertainment comes Dragon Magazine, Volume III, No. 12 with a kickin’ cover depicting some Napoleonic war game action, and of course much more. Let’s dive right in.

The first thing we’re greeted with is a great full-page Ral Partha advert, noting that “The Little Things Make a Noticeable Difference”. If you’re in my generation of gamers, Ral Partha is just branded into your brain. They were so prevalent in the pages of magazines, and had some great adverts. Honestly, I never messed with miniatures back in the day. I got into the Citadel stuff in late high school and through college, and bought a few Ral Partha minis then, but I really missed the companies hey day. Alas.

On the contents page, we are made aware that this issue marks the beginning of Gay Jaquet’s reign as assistant editor, assisting T. J. Kask, that is. I note this only to point out that TSR appears to be growing.

Another ad now, for the Origins! 79 convention in Chester, Pennsylvania. Do you think the geeks that now trod those halls know the gaming history of the place? Probably not.

https://www.google.com/maps/embed?pb=!1m0!3m2!1sen!2sus!4v1436714251332!6m8!1m7!1scz6zKvyptBHn3Dg5DGMjQA!2m2!1d39.860951!2d-75.353605!3f295!4f0!5f0.7820865974627469

Looks like a cool college – love the brick work. I’m from Las Vegas – we live in a world of stucco and sandstone, so the brick stuff always impresses me. What can I say – I’m a cheap date.

Next, we have a status update on Gencon XII, and a notice that they’re looking for judges and events for the con. We also get a full con schedule, some prices on back issues of The Dragon (back issues are $2.10 a pop, or $6.88 in today’s dollars. Not a bad price).

Oh yeah – and a McLean cartoon involving the confusion between rocs and rocks. I love watching his art style grow in these early issues. There was some solid young talent in gaming back in the day. I wonder what they paid him per cartoon?

Now we reach the first article – “System 7 Napoleonics: Miniatures Meet Boards”, by Kask. I’m not going to delve too deeply into the article itself, which reviews the game System 7 Napoleonics by GDW, which uses cardboard counters in place of miniatures, and is thus cheap compared to using the lead, but I will point this out:

“The problem with establishing a campaign in a college club, whether it be D&D; TRAVELER, or a Napoleonics, is one of continuity. Each semester, some of the stalwarts say goodbye and depart for “the real world.” This can be especially traumatic if one of those departing owns the French Army, or what passed for it in terms of collective club figures.”

Funny to think how wrapped up the game used to be with issues like this. I suppose it still goes on to this day – maybe some college kids could chime in in the comments below and let us know if they still deal with this. Personally, I’m an old fart, and I do my gaming on G+ these days.

This article is followed up by another article on System 7, by Rich Banner (the designer), called “Necessity is the Mother of Innovation”. If you were into this new game, this was your lucky month, because this article is followed up by a Q&A with Banner.

Speaking of GDW (or Game Designers’ Workshop), we are now treated to a full page ad for their new expansion for Traveler, Imperium – Empires in Conflict: Worlds in the Balance. Great title.

From the Dungeon Hobby Shop in Lake Geneva (no longer there, I’m afraid), we have an ad for 4th Dimension, the Game of Time & Space, produced by TSR (sort of – click here for more). Apparently, you play a Time-Lord (does the hyphen grant immunity from BBC law suits?) commanding an army of Guardians, Rangers and Warriors in some sort of board game battle.

Next we get back into some D&D goodness, with “Giants in the Earth”. Great series of articles, giving game stats to literary characters (why don’t I do that in NOD?). This is a particular goody, because we get Jack Vance’s Cugel the Clever (14th level thief, Str 15, Int 18 (56%), Wis 13, Dex 18 (93%), Con 15, Cha 16 – sounds like Vance was cheating on his dice rolls when he rolled up Cugel, and what’s with the percentiles – I thought they only did that with Strength scores in AD&D?), Karl Edward Wagner’s Kane (30th level fighter, 20th level magic-user, 14th level assassin – how many XP would that take?) and Talbot Mundy’s Tros of Samothrace (15th level paladin). I love Cugel, I’ve heard of Kane (but never read him), but Tros was new to me.

Ah – this is included:

Note: For the game purposes of these heroes: Dexterity 18 (00) gives +4 on Reaction/Attacking, -5 Defensive adjustment and three attacks per round for high level fighters. Constitution 18 (00) gives fighters +4.5 per hit die bonus

Oh, and Judge’s Guild (hallowed be their name) was hawking the Treasury of Archaic Names by Bill Owen. Struggle no longer for heroic character names!

Up next, “What of the Skinnies?” by James W. S. Marvin, a Starship Troopers variant. Not going to lie – caught a bit of the movie, never read the book, have never laid eyes on the game they’re referencing here. This might be the greatest article on the topic ever, and I’ll never know it. Moving on.

Edward C. Cooper gives some tips on “The Placement of Castles” in Lord and Wizard. Article aside, L&W sounds like a pretty cool game: “Mighty, magical holocausts, awe-inspiring Dragons, weird and terrible monsters, military battles on a grand scale. Which of the combatants, Order or Chaos, shall win? And can the forces of Neutrality maintain the precarious balance of power . . . An exciting, fast moving game of movement and combat in a fantastic world, where skill and strategy will decide the winner.” Another board game – the RPG’s are still in their infancy, after all, and at this point most RPG’ers have probably come to the game from board games and miniature war gaming. Makes sense.

Joe Curreri writes “35th Anniversary of D-Day Remembered”. There were lots more veterans of that day alive at the time, and their kids were the ones playing all these silly games. The page also has an ad for Lyle’s Hobby & Craft Center in Westmont, Illinois. Sadly, also no longer there.

In the Design Forum, James McMillan writes about “The Solo Berserker for William the Conqueror-1066. This article presents solitaire rules for the aforementioned game, with a little history on the berserkers. He includes the note that Eystein Orre, one of Harald Hadrada’s men, was called “the Gorcock”. If you’re reading this and play a barbarian or berserker in some game, please consider renaming your character “the Gorcock”. For me. For Eystein. For America.

Next up, David Sweet presents game stats for “Chinese Undead”. We have stats for Lower Souls, Lost Souls, Vampire-Spectres, Sea Bonze, Celestial Stags and Goat Demons. Boy, stats were simple in those days:

Also this:

Look out!

Fantasy 15s has a full page ad for 15mm miniatures allowing you to “re-create the mass battles of Middle Earth – at prices you can afford!” I wonder if there’s a source for cheap men-at-arms so fighter lords can do the same thing. The reproduction ain’t great, but the art in the ad is pretty cool …

The next article includes Boot Hill additions, revisions, and triva (!) by Michael Crane. The have a great “Fast Exact Hit Location Chart” that could be useful for duels, but also just combat in general (especially missile combat):

And, because it wouldn’t be a real D&D mag from the old days … “Another View of the Nine-Point Alignment Scheme” by Carl Parlagreco. This article tries to lay out what you can and cannot do with each alignment. Helping people is something Good characters do, apparently, while trusting in organizations is something for Lawfuls. Here are a couple samples:

Chaotic Good … will keep their word to other of good alignment, will not attack an unarmed foe, will not use poison, will help those in need, prefers to work alone, responds poorly to higher authority, and is distrustful of organizations

Neutral Evil … will not necessarily keep their word, would attack an unarmed foe, will use poison, will not help those in need, may work with others, is indifferent to higher authority, and is indifferent to organizations.

I think this is actually a much more useful way to look at alignment that getting philosophical with it, especially for people new to the game. Of course, you need a reward/penalty mechanism with alignment to make these strictures matter.

Next is Kevin Hendryx’s “Deck of Fate”, with illustrations by Grey Newberry. This is a great magical tarot card deck. Characters draw cards, and get magic results based on what they draw. For example:

II – Junon – The Goddess: No effect for non-clerics. For clerics, permanently boosts their Wisdom score to 18 and gains use of one spell of the next higher level.

In other words – it’s a pretty powerful magic item – an artifact really. You could probably make one heck of a quest into a band of adventurers having to retrieve all of these magic cards.

Rick Krebs now provides “D&D Meets the Electronic Age”. Boy, they had no idea. Dig it:

Over the years access to photocopiers and mimeograph machines have aided many Dungeon Masters in copying maps, charts and even publishing their own zines, all to the expansion of their campaign. But, the recent electronics explosion has now brought another tool to those DMs fortunate to have access to them: the micro-computer. We were one of those fortunate groups to gain the use of a 4K (4,000 bit) memory, BASIC speaking microcomputer.

Charles Sagui now writes “Hirelings Have Feelings Too”. It’s a short article that provides some guidelines for paying hirelings to keep them around. According to Charles, hirelings should be payed two years salary in advance, plus a share of the spoils – either an equal share, or a percentage. Non-humans, he says, will not hire on for salary alone – except orcs – but will also demand to be supplied with equipment and weapons to go into the dungeon. Elves, he says, don’t like to go into dungeons as hirelings – they like fresh air and trees too much. They don’t care much for gold, but they will demand a fine cut gem or magic item + 15% of treasure. Dwarves can be greedy at times – they want four years salary and 15% of treasure. And if you try to give a +3 returning warhammer to somebody else, there’s a 65% chance the dwarf will try to steal it. Orcs will go in for one year salary and 2-5% of treasure, and will only work for chaotics. They are prone to run away when confronted with a difficult fight and have a bad habit of killing their employer in his sleep and stealing all his stuff. I guess turn-about it fair play in a dungeon.

Charles also says that hireling NPCs will only go into the dungeon once – after that, they retire to blow their hard-earned gold on “strong drink and their favorite vice.” Once their money is gone, they might go back in with the PC’s – and if the PC’s paid well last time, they’ll be more loyal. Loyalty ratings for hirelings aren’t used much these days, but they were an important system in a time when hirelings and henchmen were the norm for D&D.

Michael Crane also contributes “Notes from a Very Successful D&D Moderator”. This is a chance, he says, for the moderators (i.e. game masters) to share their tips and tricks after many players have shared ideas for beating dungeons. The article is pretty much about one-upmanship between the DM and the players. A nice historical piece, from when the game was (and was supposed to be) a competition between the DM and the players.

Gary Gygax now chimes in with his “From the Sorcerer’s Scroll” with “D&D, AD&D and Gaming”. The article discusses the origins of role-playing games, of fantasy war gaming, and of role-playing within fantasy war gaming. It’s a nice retrospective, and Dave Arneson’s innovation of giving players individual roles to play is mentioned. Gygax also takes pains to explain that AD&D is a different game than D&D – not an expansion or revision. As Gygax explains:

“Where D&D is a very loose, open framework around which highly imaginative Dungeon Masters can construct what amounts to a set of rules and game of their own choosing, AD&D is a much tighter and more structured game system.”

Which also explains why I like D&D better than AD&D. I like my games loose and imaginative. The article lays out the future of AD&D. And then this towards the end:

“For those of you who wondered why I took certain amateur publishing efforts to task, it was because they were highly insulting to TSR, D&D, this magazine, and myself.”

Nerd fights. They never end.

Kevin Hendryx now presents a variant game for D&D in the modern era called “Mugger!”. Welcome to the 1970’s. Technically, it is Mugger! The Game of Tactical Inter-City Combat, 1979. Each player plays a mugger, gaining experience for each successful mugging and gathering loot. The goal is to “… amass as large a horde of experience points as possible while carrying out one’s crimes and eventually gain a seat in the U.S. Congress …” The times, they ain’t a changin’ all that much, are they?

Random encounters include 1d2 cops on their beat, 1d3 roving squad cars, 1d6 tougher muggers, 1d8 street gangs, 1d20 Hare Krishna fanatics and 4d6 stray dogs.

Oh, and you pick up 1,000 XP for stealing 10 kg of plutonium.

Here’s the level chart:

It’s actually a pretty long article, and though tongue-in-cheek would probably be fun to play one night with some friends. It strikes me that the old city map from Marvel Super-Heroes would come in handy on this one.

Lots of articles in this issue. Next is “Birth Tables and Social Status” for Empire of the Petal Throne, by G. Arthur Rahman. EPT was still a major component in gaming in this period, and its generally featured in every issue of The Dragon. It provides a very long table for generating birth and social status, and this translates into skills, spells and the like for the character. Looks good to me.

Apparently, Grenadier was pushing their new line of licensed Gamma World miniatures with a full page ad. You can see some unpainted models HERE and some painted ones HERE.

Len Lakofka’s “Bazaar of the Bizarre” is “Blueprint for a Lich” in this issue. This is an in-depth article on how high level magic-users and clerics become liches, including a recipe that involves 2 pinches of pure arsenic and 1 measure of fresh wyvern venom (under 60 days old). Don’t mix this one up at home, kiddies.

The would-be lich then drinks the concoction and rolls the D%

1-10: No effect whatsoever, other than all body hair falling out
11-40: Come for 2-7 days – the potion works!
41-70: Feebleminded until dispelled by dispel magic. Each attempt to remove the feeblemind has a 10% chance to kill the drinker if it fails. The potion works!
71-90: Paralyzed for 4-14 days. 30% chance of permanent loss of 1d6 dexterity points. The potion works!
91-96: Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works!
97-00: DEAD – star over … if you can be resurrected.

First – I can actually use this in the online game I’m running.

Second – awesome random table for generating liches – they’re either a bit paralyzed, could be blind or deaf, or maybe are completely normal. Side-effects are a good idea for major potions.

Gary Gygax now provides tables for “Putting Together a Party on the Spur of the Moment”. This generates a PC party quickly, with tables and rules for generating quick ability scores, level, armor, weapons and magic items. I think this made it into the DM’s Guide. Which DMG you ask – come on, there’s really only one.

Thomas Holsinger provides a “Strength Comparison Table”. He provides a strength table from 0 to 18/00, with monster equivalents, hit bonuses and damage bonuses. It’s inspired by Dave Hargrave’s Arduin Grimoire II. FYI – Leprechauns are stronger than Brownies, and Pixies are stronger than Leprechauns, just in case you were going to run an all-fey remake of Over the Top. (Google it!)

Jeff Neufeld now provides a review of a play-by-mail game called Tribes of Crane (which is mis-written as Tribes of Tome in the first sentence). We also have reviews of Ice War. (Soviet/US confrontation), Mercenary (a Traveller book), The Battle of Monmouth and Grenadier Figure Packs and a very long review of Battle Sphere with lots of cool illustrations.

The Dragon’s Bestiary (formerly Featured Creature) presents the barghest, so you now know which decade to blame for those little bastards.

Next comes “The Adventures of Fineous Fingers, Fred & Charly”.

Who says old school fantasy is all about scantily clad females?

Great article title by Rod Stephens – “The Thief: A Deadly Annoyance”. Amen to that. He laments the misuse of thieves in dungeons, because they’re really meant for urban environments, where they can steal from high-level NPC’s and other players – because PC’s have more money than just about anybody in the game. He isn’t wrong.

We finish up with some full page ads for GenCon XII, TSR’s new game Divine Right (notes that T.M. Reg. has been applied for – so don’t try anything funny) and Space Gamer (subscribe to get a free game – Ogre, Chitin I, Melee, WarpWar or Rivets).

A packed issue, and a reminder that The Dragon was a full-bodied gaming magazine at the time, and not just TSR’s house organ.

Hope you enjoyed the review – have a happy Sunday and a great week ahead.

Random Royal Thank You

When you’ve done the king or queen of a small kingdom a favor, it’s only natural to expect a thank you. Just roll 3d8 (because how often do three d8’s get to work together) and see what you get …

3. Position as royal cup bearer with a 120 gp a year salary and weekends off

4. A night in the royal wine cellar – no questions asked

5. Right to kiss the queen’s hand

6. Entry into the lists at the next tournament

7. Box seat at the opera (and invitation to the post-opera ball)

8. The hand of a maid-in-waiting’s hand in marriage

9. An acre of land

10. A pension of 10 gp per year for the life of the king or queen

11. A gold medal (100 gp)

12. A place of honor at the next royal feast

13. A firm handshake (slipping you a platinum piece)

14. A garland of roses (and a necklace of silver roses worth 50 gp)

15. An adamantine weapon

16. A mithral shirt

17. An abandoned motte-and-bailey castle (a fixer-upper with no peasants and 1d6 acres of really crappy land)

18. Charter to a royal tin mine for one year (worth 1d12 gp per month, 1 in 6 chance of labor dispute per month)

19. Cloak of elvenkind

20. Suit of rich clothes and a fitting with the royal tailor

21. Invitation to the royal unicorn hunt

22. Dubbed a knight in a very minor and honorary order (with rights to lodge in their house and borrow money at 10% interest)

23. A very fine warhorse or riding horse (or pony)

24. A golden goblet studded with fancy stones (worth 300 gp)

Mountains of Chaos – Golems and Lizards

This is the Frazetta painting that inspired the Klarkash Mountains (found HERE)

Hey folks – the art is ordered, the supplemental articles are being written (very excited about the pen & paper football game – I’ve run 31 seasons so far), and I think I’m on track for a February release. Hopefully, I’ll get another Bloody Basic released as well – I think the Fairy Tale edition. We’ll see on that one. In the meantime, a few more locales from the Klarkash Mountains. Part of the fun in this hex crawl is that it takes place above and below ground. Underground encounters are put in a box, while the surface encounters are not. The first bit is an excerpt about movement through the mountains.

Movement through the mountains is complicated. Many valleys are dead ends, and frequent landslides make dead ends of passes that were once passable. Whenever a mountain hex is entered, the Treasure Keeper should roll 1d4 to determine how many exits the hex currently has, and then roll 1d12 to determine how the hex can be exited. Assume that the characters can always leave the way they came, even if the roll on the table does not indicate that they can:

D12 EXIT
1 North – surface
2 North – subterranean
3 Northeast – surface
4 Northeast – subterranean
5 Southeast – surface
6 Southeast – subterranean
7 South – surface
8 South – subterranean
9 Southwest – surface
10 Southwest – subterranean
11 Northwest – surface
12 Northwest – subterranean

A subterranean exit must be discovered by searching (treat as searching the hex for a secret door, with one check per day). If the hex contains a subterranean encounter, the exit will always involve dealing with this encounter.

7321 IRON GOLEM | MONSTER
A key tunnel in this hex is being held up almost entirely by a stout iron golem. The iron golem is blocking the tunnel. If it moves (which it will if attacked) the tunnel collapses after 1d6 minutes. A total of 1d10x200 feet of the tunnel will collapse when the iron golem moves.

7326 DIRE STAIRS | WONDER
The remnants of a deep staircase can be found in this hex. After descending about 300 feet, one begins to detect warmth and sulfuric fumes. The stairs keep on descending until the reach the center of Nod, wherein Hell is located.

7333 FIRE LIZARDS | MONSTER
1d20 fire lizards are crawling over and through a series of basalt tunnels. The tunnels are hot to the touch, and the air is excessively dry and acrid. Crystal growths explode from the sides, ceiling and floors of the tunnels at random (1 in 6 chance per round, 1 in 6 chance of a growth hitting an adventurer for 1d6 points of normal damage + 1d6 points of fire damage, Reflex save to halve damage). The crystal growths glow a deep orange, and they are lousy with the raw energy of fire magic. A person holding a piece of this crystal can double the effects of the next three fire spells he or she casts.

7606 KATYA’S MAGNIFICENT TOWER | STRONGHOLD
The mountains here are composed of green stone, slightly glossy, with valleys filled with purple grasses and large mud flats fed by scalding mud geysers. The land is lovely and dangerous, and home to a large village of fierce yeomen clustered around the green tower of Katya the Magnificent, a magician who specializes in teleportation and other modes of magical transportation. Her tower is a sort of beacon on both the Astral and Ethereal Planes, and serves as an anchorage for the weird vessels that ply those dimensions, depositing interesting visitors and their strange cargoes in the little town.

The townspeople do some farming and herding, but most are engaged in the tourist and mercantile trades. The town has three grand inns and several taverns.

The green tower is about 300 feet tall, and composed of the same stone that dominates the landscape, with floral carvings around the windows and doors. The interior is crowded with visitors, servants and guards. The servants are swathed in layers of white silks, which hides the fact that they are animated skeletons. The guards are living iron statues made to look like gothic knights. Katya’s personal guard is composed of the succubus Hamzhara, bound to her service by Katya’s possession of her true name, and her three alu-demon daughters, Lividia, Xaspera, Inflamidine. Katya permits them some demonic fun to keep them docile, but otherwise keeps them on a short leash.

7721 MERWIN PETERS | MONSTER
The ghost of Merwin Peters, former trader, sits on a stump in this hex on moonless nights. The ghost is headless, and does little more than point to the west, perhaps indicating where his head has been carried away. The ghost has a set of keys on a chain around his neck – perhaps they would open a treasure chest if the ghost could tell adventurers where to look.

Mercy Me, The Fantasy Ecology

Image found HERE

When scientists cracked the DNA code, and started re-mapping the Tree of Life, they found some pretty interesting things – animals one would not think were related, it turned out, actually were. It’s amazing the way different animal families manage to fill ecological niches. Heck, just looking at a Chihuahua and Great Dane will tell you that life is pretty mutable.

This led me to thinking about how one could create weird, fantasy ecologies. Imagine categorizing animals into broad ecological niches – large predators, small predators, small scavengers, large grazers, for example – and then randomly picking from the various families of the animal kingdom to fill those niches. The next step would be hardest, of course – imagining how the selected animal family might fit into that niche. Of course, if you draw a feline for the large predator category, you can just stick in a tiger. But what about a large equine predator? What might that look like?

Okay – one note for what follows … it ain’t science. It’s an affront to science. The idea here is to stimulate one’s imagination and come up with a twisted ecology that will entertain and delight the people who play in your games. The below tables are designed to start with something you know, and then turn it into something you don’t. Insectivores will become herbivores and herbivores will become carnivores, etc. Have fun, use your imagination and if you have a few bucks in your pocket, commission and artist to bring your creation to life.

ECOLOGICAL NICHES
First, determine the sizes of the animals in you fantastic ecology. This is dependent on the availability of food in the environment, which itself is usually dependent on the availability of water. For marine environments, it should probably be based on the availability of sunlight (SUNNY-MEDIUM-DARK).

Tiny creatures will rarely serve as anything but a prop when running an adventure; unless they swarm or are poisonous they won’t threaten adventurers, and grand hunts are not organized to kill them. Hence, don’t worry about creating too many.

For each animal size, determine its general strategy for feeding itself by rolling 1d6 on the following table.

Carnivores eat meat, and will usually hunt for it or scavenge the kills of smaller creatures

Omnivores eat meat and plants, and might pose a danger to adventurers

Herbivores eat plants, and are usually only dangerous in large, stampeding herds; they do, on the other hand, serve as prey for adventurers

This will give you a variety of interesting animals that might be encountered (randomly, of course) in a region by adventurers. The point here is not to build an actual viable ecosystem, but rather to build a dangerous backdrop for exploration and adventure. Naturally, you’ll want to fill out a random encounter table with more fantastic monsters as well.

To determine what fills the niche, roll on the tables below. These tables are designed to produce something weird, so keep that in mind.

ANIMAL FAMILIES (LAND) – Roll D%

01-02. Aardvarks
03-04. Anapsida – turtles
05-06. Ants
07-08. Anura – frogs and toads
09-10. Apoidea – bees and wasps
11-12. Arachnids – spiders and scorpions
13-14. Bats
15-17. Birds – I could be more specific, but I like the possibilities of throwing them all into one category
18-20. Bovines – including cattle, goats, sheep, musk oxen and antelopes
21-22. Caelifera – grasshoppers, locusts, crickets and katydids
23-24. Camels – including llamas
25-27. Canines – wolves, dogs and foxes
28-29. Caudata – salamanders and newts
30-31. Coleoptera – beetles and weevils
32-33. Crocodilians – crocodiles and alligators
34-35. Dinosaurs – you should have no problem fitting them into any ecological niche
36-37. Diptera – flies, mosquitoes, gnats, and midges
38-39. Equines – including horses, asses, and zebras
40-42. Felines –cats, including the related sabre-toothed paleofelines
43-44. Hippopotamuses
45-46. Hyenas
47-48. Insectivores – including moles, shrews, hedgehogs, and moonrats
49-50. Lepidoptera – butterflies and moths
51-53. Lizards
54-55. Mantises
56-57. Marsupials – kangaroos, wombats, opossums
58-59. Mongooses and linsangs
60. Monsters – mythological beasts
61-62. Mustelids – weasels, badgers, otters, wolverines and the related skunks
63-64. Odonata – dragonflies and damselflies (dragons and damsels – funny)
65-66. Pangolins
67-68. Pecora – deer, giraffes, okapis, pronghorns
69-70. Pilosa – including sloths, extinct ground sloths and anteaters
71-72. Pinnipeds – seals and walruses
73-74. Primates – including lemurs, monkeys, apes and humans
75-76. Proboscids – elephants, mammoths and mastodons
77-78. Raccoons
79-80. Rhinoceroses
81-83. Rodents – rats, squirrels, guinea pigs, hamsters, porcupines and capybara!
84. Snails
85-86. Snakes
87-88. Swine – including peccaries
89-90. Synapsida – mammal-like reptiles from the primordial world
91-92. Tachyglossids – including echidnas and platypuses
93-94. Tapirs
95-96. Ursines – bears, including the extinct bear-dogs
97-98. Viverrids – civets
99-100. Worms

ANIMAL FAMILIES (SEA) – Roll D30

1-2. Cephalods – including octopuses, squids and cuttlefish
3-4. Cetaceans
5-6. Crustaceans – lobsters and crabs
7-8. Dinosaurs
9-10. Eels
11-12. Jellyfish
13-14. Lampreys
15-16. Manatees and sea cows
17-18. Monsters – fantastic creatures
19-20. Osteichthys – bony fish – i.e. fish with bone skeletons rather than cartilage
21-22. Placodermi – armored fish
23-24. Sharks and rays – including ghostsharks
25-26. Shrimp
27-28. Turtles
29-30. Roll on land table and adapt to marine environment

To help you along, you can consult the following table listing existing animals in each niche, modeling your make-believe animal on the survival techniques of a real animal.

EXAMPLE: WEIRD SAVANNAH

My weird savannah is dominated by tall, broad herbivores descended from crocodiles. They have short snouts and thick tongues that pull in grasses. Mostly slow and ponderous, they retain their crocodilian patience and ability to generate a short burst of speed. The grazing tortoises are about the size of water buffalo, with shells that are spiked, providing a means of defense. The savannah is also grazed on by wombat-like creatures that resemble long-legged, antelopes. The swiftest herbivores on the savannah are medium-sized descendants of rhinos; they look like springboks with rough, rhino-like skin and small horns on their foreheads. Seeds on the savannah are collected by sparrow-sized dragonflies and a rodent that resembles a cane rat.

The only true carnivore on the savannah is a burrowing, carnivorous hedgehog that preys on the rodents and dragonflies. Packs of these creatures prey on such creatures as the long-fingered and ring-tailed raccoons that live in colonies in large trees and the small anteaters that scurry among the tall grasses. The savannah also has a wolf-sized feline that feeds on smaller animals and the long, purple fruit that grows on the savannah trees, and a panther-sized arachnid that hunts at night in small prides.