Dragon by Dragon – May 1982 (61)

Wow – May of 1982. I was on the verge of being 10 years old, so probably 2 years away from discovering D&D, three from Tolkien and may five from superhero comic books. My only nerd-cred at the time was probably reading encyclopedias. What I do remember being excited about in 1982 – and begging to get for my birthday – were these new army figures called G.I. Joe. Have you seen these things? They’re like Star Wars figures (which I loved), but military (which I loved)! Awesome! I don’t remember exactly what I got that birthday, but I know I got a few of them, and I think I got the jet pack launch pad thingee. Unfortunately, within just a couple years I was done playing with toys, so I never had more than the originals and Doc. Good times, though!

Two-D’lusion (illusion)

A of E: 4 sq.”

CT: 1/6 segment

This cantrip is virtually the same as a phantasmal forces spell in most respects. The caster creates a two-dimensional illusion of whatever he or she desires. If any viewer observes it from an angle of more than about 45° from its horizontal or vertical viewing axis, the nature of the illusion will become immediately apparent. It is dispelled by touch or magic (dispel illusion or dispel magic). The illusion is invisible from the side or the rear. It lasts as long as the caster concentrates upon it. To effectuate the cantrip, the caster must speak a phrase descriptive of the illusion while making a circular motion with his closed hand.

Just so you know, “A of E” is “area of effect” and “CT” is casting time. I think 1/6 a segment would be 1 second, but I might be wrong on that. It’s been a while since I played AD&D.

It wouldn’t be until high school that I discovered Warhammer, and thus White Dwarf magazine. 

I always dig Giants in the Earth, either because it covers characters I know, or introduces me to new characters. This issue we get C. J. Cutliffe Hyne’s Deucalion, John Norman’s Tarl Cabot and Charles R. Saunders’ Dossouye. While I am aware of Cabot and have read some Saunders, I have never experienced first hand the characters described in this issue. I have, however, read Hyne’s The Lost Continent: The Story of Atlantis, from whence Deucalion comes (well, not really – it’s from ancient mythology really), and I can recommend it. A ripping yarn that, in my opinion, was reminiscent of Conan and such barbarian literature long before REH got his sandaled hero off the ground.

I always wanted one of those Dragonbone electonic dice rollers as a kid. A quick search on ebay revealed none for sale. Oh well – maybe some day.

Next are “Without Any Weapons …” by Phil Meyers and then “… or with a … Weird One” by Rory Bowman. The first has new rules for pummeling in AD&D, the rules for which were never very satisfying and always overly complex. They could have been quite simple, but the gaming zeitgeist of the time was all about complexity – a far cry from the old days when the game was the thing. The later article introduces new weapons for AD&D such as atlatls, blow guns, chakrams, bullwhips, etc. I had no interest in complex fighting rules, but always liked new additions like the weapons article.

For the gnome-curious out there, Dragon 61 had some groovy articles by Roger E. Moore about the littlest adventurers in AD&D. “The Gnomish Point of View” fleshes out the gnome characters – of course, your campaign may vary from Moore’s ideas, but it was always helpful, especially when I was young, to see how these things could be fleshed out. It is followed up with “The Gods of the Gnomes” – Baervan, Urdlen, Segojan and Flandal. Of course, Garl Glittergold was introduced earlier. I can remember thinking Flandal Steelskin was cool.

“Quest for the Midas Orb” by Jennie Good is the included module in Dragon 61. It was the third place winner at IDDC III, and I’ll admit I don’t know what that is. Here’s the introduction:

“Long ago in the land of Gnarda lived the worshippers of Kalsones, the god of wealth and power. Kalsones was a fair god who treated his followers kindly. As proof of his fairness and kindness in an era long past, he had presented the people with an artifact called the Midas Orb. Legends say if the Orb is held in one hand and another object is touched with the index finger of the other hand, the object touched will turn to pure gold.”

The adventure is a groovy dungeon crawl with some cool ideas in it. Well worth the read and probably well worth the exploration.

The “Dragon’s Bestiary” includes the Firetail by Ed Greenwood, the Umbrae by Theresa Berger, the Light Worm by Willie Callison and the Tybor by Jeff Brandt. Here’s the Light Worm for Blood & Treasure:

Light Worm by Willie Callison
Type: Monster
Size: Large
Hit Dice: 4
Armor Class: 14
Attack: Bite (1d6 + Poison IV)
Movement: 20′
Save: 16
Intelligence: Animal/Low
Alignment: Neutral
No. Appearing: 1 (25% chance of 1d3)
XP/CL: 1,200/6

SD – MR 75%, Immune (charm, hold, illusions), vulnerable (cold, fire)

Light worms are dungeon denizens with poisonous bites. They look like giant snakes with black underbellies and violet and light blue bands on their backs. The monster’s have two small bumps above their eyes, and stubs on their underside – perhaps vestigal legs. Victims of the light worm’s bite must save vs. poison (at +1 from the first bite, and a cumulative -2 penalty for each additional bite) or die in 1d8 minutes.

There is a 35% chance each round that the worm creates a 20′-diameter sphere of colored lights around victims within 120′. All creatures within the sphere are made dizzy for the first three rounds of their entrapment (-2 to attack, cumulative). In rounds four and five, they are so dizzy as to be incapacitated, and in round six they fall unconscious for 1d10+1 minutes, during which time they are devoured by the monster if at all possible.

Creatures that save against the sphere of lights are only made dizzy for three rounds, shaking off the effect thereafter. Dispel magic, mind blank and true seeing cut through the sphere of lights, as does a helm of telepathy.

The sphere of lights can be generated once every 12 hours.

Light worms are stunned for 1d3 rounds by the sticks to snakes spell, and the spell cancels a sphere of light currently in play.

The Monster Cards described in this issue were really cool. Each one depicts a monster painting on the front, and the stats on the back. If you can find some out in the wild, grab them, cherish them, and use them to kill player characters.

There is an article about introducing aging into the Ringside game, of which I know nothing. It is followed up by the “Jo-Ga-Oh – Little People of the Iroquois” by Conrad Froehlich. These are stats for three “monsters” that are quite groovy.

Gary Gygax has a supplement to Top Secret. Again, I know next to nothing about this game, but I like the level titles for infiltrators – snitch / foist / inside man / plant / ringer / contact / insinuator / penetrator / subversive / infiltrator. Given the title for 8th level, I guess we can assume that’s James Bond’s level. The article also has info on different types of missions, the XP value of them, and other notes. 

Boy – What’s New? With Phil and Dixie was just the best when you were in junior high …

It was fun discovering Phil Foglio’s art in old Star Trek fanzines. Everybody has to start somewhere!

Tramp’s Wormy has some gorgeous artwork – he was just getting better and better!

That, folks, is a wrap! Have fun folks, and please be kind to one another. 

Dragon by Dragon – April 1982 (60)

I don’t know about the rest of you, but things have sure been stressful lately. I’ve been working hard and praying for peace, and trying to relax with old TV shows, old movies and some podcasts about fun things. I will readily admit that my interests tend towards the old – movies from the 30’s and 40’s, TV from the 60’s through 80’s, “bronze age” comics, old games, etc. There’s something about the design and awkward charm that really get me, not to mention nostalgia for places and people I’ll never see again.

To that end, before I present the wonders of Dragon Magazine #60, I must say goodbye to an old family friend. When I went over to my dad’s house to help work on his patio this week, he let me know that the old Panasonic microwave had finally radiated its last cup of tea.

We bought the microwave back in 1980 (two years before this particular Dragon magazine was published), and I still remember where the shop was, though it’s long since been replaced. It was my parents’ first and only microwave oven. I don’t have any deep emotional attachment to the item, really, but I was rooting for it to stay operational forever. Still, 40 years is pretty damn good for an appliance.

So, farewell Panasonic – I learned to cook hot dogs in you, enjoyed chocolate candy my mother made in you, consumed waaay to many Tony’s microwave pizzas heated by you in my formative years (as in “forming a husky body”) and found about 20,000 cups of water placed in you for heating and subsequently forgotten by my dad. Salute!

Now – to Dragon Magazine. This baby was published in 1982 – so it is still prior to me discovering D&D, which would have been 1984. I don’t remember ever checking this one out from the library, so the contents are new to me – and as always, this is less a review than a “here’s what I dug about this issue”.

We start with an ad for a video game called Temple of Apshai. No memory of this one, but I do agree with their sentiment about slaying monsters. It came with a 56-page “book of lore”, which reminds me of the old Ultima and Might & Magic games that I had. Ultima had a cool cloth map (a tapestry, you know), and M&M had a book with all the spells and stuff in it. A little perusal of the interwebs reveals it was part of a trilogy, and that there are many places to download/play it, including the good old Internet Archive.

Nerd alert:

Dear editor:

There are a couple of problems with Robert Barrow’s article, “Aiming for Realism in Archery,” in issue #58 of DRAGON™ Magazine. From my standpoint, it seems that the good author spends too much time with modern archery and has read nothing of medieval history dealing with the subject.

I mean, the writer of that missive is probably correct … but jeez – can’t I just roll 1d20, maybe do some damage, and move on with my life. I’m not sure there’s any real value to re-creating an historical battle, but I’m positive that re-enacting a fictional fight with some orcs is positively goofy, to quote Jan Brady.

The first big piece in this issue is “All About Elves”. You get Roger E. Moore’s “The Elven Point of View”, with super cool Erol Otus art – the ultimate elven fighter/mage. I really dig the idea that only elves can be fighter/mages. There are, of course, lots of cool ideas in the article – Roger E. Moore is one of my favorites. Roger and Georgia Moore then present the Elven Gods – these are the additions to the pantheon beyond Corellon Larethian in Deities & Demigods. These days, I’m more apt to make up my own, but as a kid, articles like this were eye-openers to me. Notions I didn’t know that I didn’t know.

Speaking of elves – here’s a question from Sage Advice:

Why are elven thieves always children?

Anyone who has a relatively recent edition of the Dungeon Masters Guide will probably think this question doesn’t make sense. The latest edition of the DMG lists 100+5d6 as the starting age for player-character elven thieves (page 12). This puts them into the “young adult” range according to the Age Categories chart (page 13) for high elves — the only kind of elves who can be player characters. However, it wasn’t always so. Earlier editions of the DMG gave 50+5d6 as the starting age, which would indeed mean that all elven thieves would start their adventuring lives as “adolescents” of 55 to 80 years old. Fortunately, this inaccuracy was spotted and corrected in later editions; anyone with an old book can simply make the appropriate change in the text.

Who else likes the idea that only elven teenagers become professional thieves? Sometimes, the “mistakes” are more fun and more inspirational than the corrections.

We also get the “Half-Elven Point of View” by Roger E. Moore to round things out.

Gygax’s “From the Sorcerer’s Scroll” is a big load of cantrips. AD&D cantrips were 0-level spells before later editions pumped them up and made them more useful. I think it would be cool to make these available to non-magic-users on scrolls. Most of these cantrips require the player to really use their imagination and creativity to make them useful in a dungeon adventure – so naturally, I love them.

I’ve mentioned this before, but I absolutely love the illustrations some companies used to illustrate the miniatures they produced. They always look cooler than the actual miniatures, and I just think they’re little works of art.

Ed Greenwood has an article on firearms for D&D which is aptly named “Firearms”. A semi-controversial subject, since Gygax went the direction of “gunpowder doesn’t work in a fantasy world” and many adopted that idea. As with so many articles in these days, it’s pretty thorough, and looks to me like it would blend nicely into the game. Handguns, for example, do 2d3 damage, firing every other round, with a max range of 50 – so they aren’t going to dominate the game. It might be a cool idea to use orcs in the way Tolkien did, as harbingers of the soulless machine age, and arm them with gunpowder weapons, while the heroes use the “elegant weapons of a more civilized age.”

I often include the first paragraph of short stories in Dragon, so here’s a sample of “Wear Wolf” by an unknown author:

The head of the Cheetah seemed to smile mockingly at me. You’ve forgotten something, I could almost hear it say. I resisted the urge to answer back, But I always forget something when I’m late. There are enough aFnimate objects to talk to; talking to inanimate ones is a waste of time.

Dragon #60 includes a complete game – Flight of the Boodles – by Chuck Stoll of Louisville, KY. It recreates the epic journey of the boodles through the “Grumjug-infested passes of the Snagrock Mountains”. The art makes it look like a fun game to me. The map and counters are included – with a little work you could probably recreate them in a cleaner format and print them out to play the game. Each player takes the side of the Boodles or Grumjugs, purchases the pieces they are going to use in their force, and then goes at it, the Boodles trying to break through the mountains and the Grumjugs trying to stop them. Basically – a fun little wargame.

This is an April issue, so April Fools Day jokes was a requirement. In this issue we get one pseudo-joke – the Jester NPC class by Roger E. Moore – who had some thief abilities – climb walls, pick pockets, catch objects – and some jester spells (levels 1 to 8). The spell list is not extensive, but the spells are pretty darn good. I think you could do a great campaign where a hidden evil threatens a kingdom, and the evil in question is a high level jester who wants to sieze the throne for his own, or maybe who is trying to spread chaos for the chaos gods.

Roger Moore also does “Midgets in the Earth” – a comical version of the usual “Giants in the Earth” articles presenting D&D stats for literary characters. This one gives you the likes of Eubeen Hadd, 20th level halfling thief, and Morc the Orc, 12th level snaga orc idiot. The Dragon’s Bestiary follows up with monster stats for Donald Duck by Tom Moldvay (which could work well in RuneQuest-inspired games) or any game where you’d like your PC’s to get whooped by an angry duck, the Tasmanian Devil by Steven Sullivan, the Jolly Green Giant by Michael Nystul (name sounds familiar), Marvin the Martian by David Cook (which one could use as the basis for a whole planet of martians in a cosmic adventure), Baseball Bugbears by Karl Kesel and Tom Richmond (probably a reference to the Bad News Bears) and the Werebeaver by Jeff Goetz (which looks suspiciously like Jerry Mathers). They’re all joke monsters, but all usable as well.

To follow up on the April levity, you get an in-depth article on the Pooka by Michael Fountain. I’ve seen many takes on this monster, which would take some real skill to make work in a game, as there’s such a big emphasis on illusion.

You also get some background stuff for agents in Top Secret, some variant scenarios for Trojan War and a big article on Alignment (since it’s the 80’s and there were many articles on alignment).

“Wormy” by Dave Trampier presents the secret handshake of trolls … which, of course, I cannot show in all good conscience.

“What’s New with Phil and Dixie” by Phil Foglio looks at minigames, including one called “Escape from Cthulhu” that just includes a short incantation …

And a tall order!

Fare well, lads and lasses, and find some love and happiness amid all the troubles of the world. Better yet – be the love and happiness in a troubled world!

Dragon by Dragon – March 1982 (59)

Well, a day late and a dollar short, but late is better than not at all.

It was in March of 1982 that thousands of people all over the world were unwrapping Dragon #59, with that groovy cover by James Holloway.

So, here’s ten cool things about this issue:

1. The More Things Change …

In “Out on a Limb” we get two arguments/laments/complaints that will feature heavily in RPG discussions for … well, forever probably. First, on over powered PC’s

Ugh! And as if that weren’t enough, when I related this to a friend of mine, he merely sneered derisively and began telling me about what his 50th-level ranger (D:30, S:35) would do to such a wimp. I began to feel dizzy.

And

… I have found that evil characters not only have the most fun, but they add spice and intrigue to the campaign, which helps the other players enjoy it more.

Overpowered characters and evil characters. If you’re dealing with them in your own game, know that you’re not the first, won’t be the last and no, there’s no answer to your problem. Just roll with and try to have a good time.

2. Cantrips

Ah, the introduction of cantrips, or 0-level spells, to AD&D. Now, in 1982 they were something different than they would be later. The 0-level spells were really very simple and not powerful at all, unless somebody knew how to be creative with them. They let you add salt to food or shine up a shield. The bee cantrip was probably the closest you were going to get to an offensive spell, and it’s not detailed in this issue. Still, I remember as a wide-eyed kid thinking that cantrips, like everything else the brain trust at TSR did, were awesome.

3. Giants in the Earth

I always love this feature – stats for literary characters, which also served as a way of introducing little squirts like myself to fantasy literature. This issue has Poul Anderson’s Sir Roger De Tourneville (NG 10th level fighter), a 14th century English warrior who took over an alien spaceship that planned on conquering the Earth. I’ve never read The High Crusade, but I must say I’m intrigued.

It also has stats for L. Sprague de Camp and Fletcher Pratt’s Harold Shea (CG 7th level fighter with special spell abilities). Depending on when you discovered fantasy literature, you might have heard that de Camp and Pratt were tantamount to devils for some of their pastiches of other authors’ works. Again, being an innocent at the time, I took such crimes for granted. Fortunately, I grew up, picked up some paper backs, and found I rather enjoyed some of their original works. Remember kids – don’t take anyone’s word for it when it comes to art – positive or negative – check it out and see what you think.

The article is rounded out with Alexei Panshin’s Anthony Villiers (NG 10th level ranger, 7th level thief) and Clifford D. Simak’s Mark Cornwall (LG 4th level fighter with full sage abilities) and Snively (LG 3rd level gnome fighter with special spell abilities).

Dig also the way things were defined back in the day. “X level something with special sauce”. I think they would have been better off statting up these characters as monsters – use class levels when you need a handy thumbnail sketch. If you have to color too far outside the lines, use freeform monster stats.

4. Gypsies

Even though by 1982 the game had been around for a while, there were still some archetypes left to explore. Gypsies have their place in fantasy stories for sure, but also in old school horror. What would Larry Talbot have done without them?

This article is pretty in-depth, and includes a gypsy fortune-telling chart, and a couple cool new spells. For the chart – read the magic. For one of the spells, look below:

The first is Summon Equine Beings, a “‘druid” spell which may be cast by nobles of third level (bard) or better, or by any of the magic viols. The spell is similar to call woodland beings but brings to the aid of the gypsies one type of the following equine or quasi-equine beings:

4-16 ponies, burros, or donkeys
4-16 horses or mules
4-8 centaurs
1-4 hippogriffs/pegasi/hippocampi
1-2 unicorns

The likelihood of attracting hippocampi is extremely rare, but if the spell is cast on the seashore or in a boat, they have as good a chance of being affected as any other equine being. The number of beings summoned is doubled when the spell is cast by the Great Viol of Pharaoh. All wild equine beings save at -5; domestic horses, mules, ponies, etc., at -4; warhorses and other trained steeds (pegasi, etc.) at -1. A paladin’s warhorse saves normally. Gypsies are always on good terms with any creatures summoned, so no loyalty check applies.

5. Monsters

This issue has Ed Greenwood’s bleeder, which looks like a beholder but has blood-sucking tentacles instead of eye stalks, Michael Parkinson’s Stymphalian birds and Roger Moore’s spriggan. I love spriggans, and have used Stymphalian birds in NOD, though not the version presented here.

6. Traveller

Full admission – never played it, but was always aware of it. I did mess around with character creation once, but that’s it. God knows that TRAVELLER has a big fan base out there, and this issue has two items for the game. The first are stats for a group of characters that appear in a short story in the magazine, “Skitterbuggers”. The second is a full fleshed out spaceport/adventure – “Exonidas Spaceport”. Now, not being a TRAVELLER aficionado, I can’t really review these items – but check them out if you love the system or just need some brain fuel for a sci-fi game. Heck, with all the Star Trek stuff I’ve been playing with lately, I’m sure I could make use of the space port plans if nothing else. The art is quite groovy as well.

7. Halflings

Dragon had a neat series of “Point of View” articles, which examined the different races (and I think maybe some monsters) in depth. Roger Moore writes here about the halflings. Now, of course, none of this has to be taken as gospel, but it’s surely one take on the subject, and useful for folks who were knew to fantasy gaming. It also includes a bunch of halfling deities which found their way into Legends & Lore. I can definitely remember when, as a kid, I did take this stuff for gospel … and loved it!

8. Poisons

Well, if you’ve decided to spice up a game with an evil PC, you’ll surely want some poison to play with. This issue has more poisons than you’ll know what to do with, and it’s a neat reminder of how the old game worked – everything hand-made, nothing standardized and simplified. Personally, I miss it … and don’t miss it. Depends. Here’s a sample poison:

GHOUL SWEAT: A scummy green gel, used like Chayapa. Smells like rotten meat. Its effect is to paralyze for 5-10 (d6 + 4) rounds. It acts immediately. Save for no effect, made at +1.

9. What’s New with Phil & Dixie

I mentioned Phil Foglio’s contribution to Star Trek fanzines a post or two ago, and now here he is as I was introduced to him, in Dragon. I always like the strip, and appreciated the humor … and yeah, had a total crush on Dixie.

Unfortunately, I can’t leave you with Wormy this time, because it didn’t appear. Drat the luck. All in all, a groovy issue with lots of good ideas.

Have fun boys and girls, and be kind to one another!

Dragon by Dragon – September 1981 (53)

Glory be – I finally have enough time this weekend to do another Dragon by Dragon, this one on issue #53 from September 1981.

The first thing I noticed about this issue was the cover. This was not an issue I had as a young nerd, but the cover painting by Clyde Cauldwell, which makes it seem very familiar.

I started playing D&D in 1984, introduced by a friend, Josh Tooley, in 6th grade. He watched his older brother play with some friends, and so with a hand-drawn map on notebook paper, a d6 and a vague recollection of what went on, he ran me through a dungeon during recess. I was hooked, and convinced my parents to get me the game – in this case Moldvay Basic purchased at Toys ‘r’ Us – for Christmas. Good times.

So, let’s see what TSR had to offer 35 years ago.

One of the best things about these magazines in the old days were the advertisements. All these games – and God knew what they were – with all this art. It was all so new to me when I was a kid. Take this ad from I.C.E.

I never had any of their games, but I always admired the art in the adverts – and can you have a cooler name for a company than Iron Crown Enterprises?

Jake Jaquet’s editorial this issue was just the tip of the iceberg …

“There is a bit of a new trend in gaming that I find a bit disturbing, and perhaps it should be food for thought for all of us. I refer to the recent interest in so-called “live” games, especially of the “assassin” or “killer” varieties.”

I remember back in 7th grade some kids running T.A.G. – The Assassinatiom Game. All who participated had to draw the name of another player and kill them – which meant pointing at them and saying “bang”. The victim would then hand his slip over to his assassin, and so it would go until the game was over. Alas, but 2nd period it was all over – a couple morons tried to assassinate their victims in class, and the administration called the game off. I suppose now we would have all been expelled.

Enough of this memory lane stuff, let’s get on to the offerings:

“Why Isn’t This Monk Smiling?” by Philip Meyers brings up the shortcomings of the monk class, and tries to improve on it. The point is actually well made – the idea of suffering through many very weak levels to be powerful at high levels may appear balanced, but it doesn’t work well in practice. To fix things, Philip introduces a new level advancement chart, plays with the rate at which the monk improves its abilities, and adds some new special abilities, some of them psychic. He also makes it easier for the monk to hit those higher levels, without always having to fight another monk.

The monk isn’t out of the fire yet. Steven D. Howard writes in “Defining and Realigning the Monk” a few questions and answers about the monk, mostly to cover why they can’t do some things (answer – I guess it wouldn’t be lawful) and how to once again handle the whole limited number of monks over 7th level. This issue’s Sage Advice keeps the hits coming, with more discussion of the good old monk.

Dude – I had those. Still have some of them, as a matter of fact. Love that packaging, and I always dug that logo.

Next up is Andrew Dewar’s “The Oracle”. This character class always seems like a obvious choice for gaming, but because it deals with the future (which turns out, it is not possible to predict), pulling it off is always tough, both in terms of the abilities, and making it a playable class. Of course, the oracle here is an “NPC class”, meaning not meant for players, but we all played them anyways.

The oracle can cast divination spells, and can use some other divination abilities. It must have an Int and Wis of 14 or higher. Oracles can be human, elf or half-elf. Advancing beyond 11th level requires the oracle to challenge a higher level oracle to a game of riddles (which makes no sense if this is an NPC class … and there is actually half a page spent discussing advancing in level over 11th level).

The innate abilities are various forms of divination – rhabdomancy, arithomancy, etc. – which the class has a percentage chance of using successfully at different levels.

Lewis Pulsipher has a nice introduction to heraldry in “Understanding Armory”. It’s a great primer for those interested in the subject.

Roger E. Moore has the lowdown on “Some Universal Rules – Making Your Own Campaign – and Making It Work”, which covers exactly what he says. He gives a step-by-step on how he designed an original campaign world, based on nothing but his imagination. He also gives a nice set of ways from getting from one universe to another:

1. Cross-universal caves – always go from one world to another.
2. Teleport chains – a length chain of a weird metal that, when surrounding a group and the ends joined pops them into another world.
3. Rings or amulets – like the fabled Ring of Gaxx
4. Rooms and corridors at the bottom of a dungeon
5. Cursed scrolls
6. Angry wizard with a new spell
7. Wish
8. Magical items causing etherealness
9. Psionic probability travel
10. Magic spells (astral spell, plane shift)
11. Mutational planar travel (i.e. Gamma World)
12. Artifacts
13. Advanced technology
14. Acts of the gods

He also notes Dorothy’s ruby slippers

Judith Sampson has a really interesting article called “Adventuring With Shaky Hands”, in which she describes playing the game with choreo-athetoid cerebral palsy. Worth a read.

In “Larger than Life”, David Nalle covers “The Bogatyrs of Old Kiev”. Here are a few highlights:

Prince Vladimir I, The Saint, is a LG 13th level fighter in +5 chainmail with a +3/+4 broad sword. Ilya Muromets is  a LG 20th level fighter – a Cossack with long blond hair – with a mace that scores 2d10 damage.

He also has stats for Baba Yaga, though I don’t know how they compare to the later version in the famous Dancing Hut adventure.

Speaking of adventures, this issue has “The Garden of Nefaron” by Howard de Wied. This adventure won first place in the Advanced Division IDDC II, so it has that going for it, which is nice. This puppy includes some wilderness and a dungeon, and is meant for a large group of relatively high level characters. It also includes some nice Jim Holloway art, one of my faves.

The dungeon has a ki-rin as its caretaker, there are corridors and rooms filled with magic mists, illusions and a really great map (with Dyson-esque cross-hatching).

 

#53 also has some Top Secret material by Merle M. Rasmussen, with scads of spy equipment.

The Dragon’s Bestiary covers Argas (by James Hopkins II), lawful good reptilian humanoids that gain powers from devouring magic, Oculons (by Roger E. Moore), which are enchanted monsters created by magic-users as guardians (and which look super cool) and Narra (by Jeff Goetz), which are lawful human-headed bulls.

Len Lakofka has some extensive info on doors in his Tiny Hut and Matt Thomas does some work on the AD&D disease rules in “Give Disease a Fighting Chance”.

If you like triffids, you’ll like “The Way of the Triffids” by Mark Nuiver. Let’s do a triffid in Blood & Treasure stats:

Triffid

Type: Small to Large
Size: Plant
Hit Dice: 6
Armor Class: 7
Attack: Stinger (10′/1d3 + poison)
Move: 10′
Save: 14
Intelligence: Low
Alignment: Neutral (N) with evil tendencies
No. Appearing: 1
XP/CL: 600/7

They can hide in foliage with 94% chance of success, and they attack with a stinger. The stinger requires two saves vs. poison. If the first is saved, it means instant death. If the second is failed it means blindness and 2d4 additional points of damage.

For the Traveller fans, Dennis Matheson presents “Merchants Deserve More, Too”, which covers character creation for merchants.

Another great ad. I’d dig one of these shirts.

Besides reviews and such, that’s it for September 1981 … except for the comics.Here’s a dandy from Will McLean …

And though no Wormy this month, here’s one of the nifty D&D comics by Willingham …

Khellek shouldn’t be confused with Kellek

“That’s the pepper – right down the middle!”

Or Kelek, Evil Sorcerer

Apparently a popular name among magic-users.

Have fun, guys and gals!

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.

Dragon by Dragon – June 1981 (50)

Sometimes it’s hard to believe how long ago, in human terms, 1981 was. Of course, 35 years is a drop in the bucket in cosmic terms, but for a 44-year old man, it’s significant. Having a brain that absorbed the early ’80s one day at a time, it just doesn’t seem old, sometimes like it was just yesterday.

Enough of that. Dragon #50 came out 35 years ago this month, and here’s what the 5th anniversary issue has to offer.

We begin, of course, with the cover by Carl Lundgren. Very nice piece of work, and certainly appropriate for the issue, depicting as it does a dragon hovering over its hoard of treasure (or it it the dragon’s hoard?)

As I so often do, I’ll start with an advertisement for a new “family board game” by TSR …

I’m picturing those old game covers or ads from the 1960’s that show a smiling family playing a board game. Little Susie having to tell mom she’s “The Duke of New York – A-number-one!” I just watched the movie a couple days ago, so it’s fresh in my mind.

It should come as no surprise that they have a page for the game at Boardgamegeek.com.

The game was written by “Zeb” Cook, who also wrote the Expert D&D set.

Now that I’ve dispensed with TSR’s homage to Snake Plissken, let’s get to the first article in this anniversary spectacular – Gregory Rihn‘s “Self defense for dragons”. The article purports to give “everyone’s favorite foe a fighting chance”. The article posits that dragons, as they were written in 1981, were too easy to defeat by a large, well-organized party, especially given the treasure to be gained by defeating them. This would prove to be an important article to later editions of the game, for it expands the dragon’s attacks quite a bit, adding 2 wing buffets, 2 wing claws, a foot stomp and tail lash. In essence, it gives the dragons enough attacks to hit all the attackers likely to be surrounding it in a fight. He goes on to give a couple ideas for good dragon tactics.

This is followed up by Lewis Pulsipher‘s “True Dragons: Revamping the monster from head to claw”. It appears that the theme of this issue is that dragon’s just ain’t good enough. Pulsipher gives a long table with many more age categories and a few additional powers, including shapechanging (I like this one), causing terror and some special powers. One of them – two heads – I’m planning on adding to Blood & Treasure. It also has random tables of spells known, a random table of breath weapons, with the old standards as well as a few new ones – radiation, stoning, windstorm, hallucinogen, negate magic and polymorph. All goodies! Here’s Pulsipher’s take on radiation:

Those failing to roll a d20 lower than their constitution become unconscious and will die of a wasting “disease” in 1-4 days. The “disease” is cured by Cure disease and Remove curse. Effects of the disease are only slowly repaired by the body after the cure. A victim might look ravaged five years after his cure if he was near death, and this may affect his charisma.

Radiation as a curse. I dig it.

Overall, I think I like Pulsipher’s take better, using special powers instead of additional attacks to get the job done. Both would go into beefing up dragons in later editions.

Colleen A. Bishop hits on baby dragons with “Hatching is only the beginning …”, which covers little dragons from egg to birth. It’s a long article, with lots of tables. Maybe worth a look if you’re planning on having a baby dragon in the party for a while.

Robert Plamondon gets us off the dragon train and introduces some folks called the Kzinti. I don’t suppose they need much introduction to the folks who read this blog. They’re tough customers here, with 4+4 HD and two attacks per round. A small group could really bedevil a party, and they’re Lawful Evil to boot. The article covers their arrival on D&D campaign worlds, their religion, social organization, magic, psionics, etc. Very thorough for a monster entry, but no info on them as a playable race.

For those interested in the history of the hobby, David F. Nalle‘s reviews of some old time ‘zines may be of interest. He covers Abyss by Dave Nalle, Alarums & Excursions (such a great name) by Lee Gold, The Beholder by Mike G. Stoner, The Lords of Chaos by Nicolai Shapero, Morningstar by Phillip McGregor, Pandemonium by Robert Sacks, Quick Quincy Gazette by Howard Mahler, The Stormlord by Andreas Sarker, Trollcrusher, The Wild Hunt by Mark Swanson and Zeppelin.

Pulsipher has another article, a very long one with way more math than needed to deal with gaze attacks in D&D. Personally, I let people close their eyes entirely (and open themselves to all sorts of trouble), or try to avoid the monster’s gaze and suffer a penalty to hit, etc.

Larry DiTillio’s article on the glyphs in his campaign world didn’t do much for me.

The Chapel of Silence by Mollie Plants is a prize winning dungeon at IDDC II. It’s a relatively small dungeon, but looks like a good one. It begins with all the adventurers having a strange dream, and goes from there – maybe a well-worn idea now, but clever back in the day.

Back to rules articles, “The Ups and Downs of Riding High” by Roger E. Moore covers flying mounts. Its a pretty thorough look at all the potential flying mounts in AD&D at the time, and covers their diet (most are carnivores), advantages, disadvantages and how much weight they can carry. It’s a useful article to keep in your pocket, in case somebody starts flying around on a dragon and you need some ideas on how to spice up the experience.

This advert caught my eye …

At first, I assumed it was the old computer classic, but it’s something entirely different.

The Dragon’s Bestiary presents the Giant Vampire Frog by Alan Fomorin. How do you not love these guys?

Here’s proof that Mark Herro was nobody’s dummy …

“Home computers may be the most important new consumer appliance to come along in decades. Any device that can control household lights and appliances, edit and type letters and reports, selectively monitor United Press International and the New York Stock Exchange, and play some great games besides, may be almost indispensable in the years to come.”

Word up!

This issue had a couple cartoons of note. First, an argument that persists to this day …

And an old take on Batman vs. Superman … or Batman and Superman vs. something else

And as always, we finish with a bit of Wormy, as we begin to move into the wargaming story line …

Have fun on the internet, and for God’s sake, be kind to one another!

Dragon by Dragon – May 1981 (49)

May of 1981 saw me turn 9. I hadn’t heard of D&D back then (and wouldn’t for another 3 years), but if I had heard of D&D, and subscribed to Dragon Magazine, this is what would have shown up in my mailbox that month.

Pretty cool cover, right? There’s more inside, in a 12-page section dedicated to the work of Tim Hildebrandt.

Of course there’s more than just my Hildebrandt in this issue … let’s check it out.

First up is a new ad by Ral Partha, this time featuring their new line-up of Adventurers miniatures. I got curious this time and decided to look up Ral Partha’s address – 5938 Carthage Ct, Cincinnati OH.

It came up with this impressive edifice:

I’ll show off a few more old RPG addresses in this post if I get a chance.

Now that we’ve looked at Ral Partha’s old digs, let’s get to the fun of complaining readers, in this case William G. Welsh, on the archer class in last issue:

“Second — “Kobolds, goblins, dwarves, gnomes and halflings cannot become archers.” In the last chapter of the third book of the Lord of the Rings trilogy, there are no less than three incidents where the effectiveness of hobbit archers is demonstrated. Also, refer to the AD&D Monster Manual, p. 50, under halflings, under special attacks, note “+3 with bow or sling.”

This stuff kills me. The answer from the editor was:

“None of the ideas presented in articles in DRAGON magazine are official rule changes or additions, unless the article specifically says so (and there haven’t been very many of those). The people who write articles that we publish aren’t trying to get everyone to play the way they do, and we certainly don’t hold that opinion ourselves. As is the case with many of the game rules themselves, the articles in DRAGON magazine are suggestions, ideas and alternatives.”

It amazes me when that has to be said, but if comment sections on the internet have done anything, it’s to prove that things like that still need to be said. Could various school systems around the globe please spend a few minutes explaining to people what “opinion” means?

The meat and drink of this issue, other than the special art section, is about tournaments. No, not knights trying to poke each other with lances and Robin Hood splitting an arrow, but D&D tournaments. If I’m honest … I have no interest at all in them, but I’ll try to give them a quick review.

The first article discusses fairness in scoring tournaments, giving a long list of actions that should go into scoring points, and explaining that DM’s need to make sure players know how they’ll be scored. Sounds logical to me.

The next bit discusses improving on the Slave Pits tournament adventure, followed by Mentzer’s reply that “It isn’t that easy”. I can remember getting the Slave Pits module as a kid (I guess about 4 years after this issue was published) and being confused about the whole tournament concept – how you didn’t use the full map, and scored things. As a kid, I wasn’t sure if I was supposed to care about this stuff or not.

Strangely enough, the article complaining about the adventure is really complaining about the size of the teams in the AD&D Open, specifically that nine-person teams are too large. Mentzer explains the problem – not enough Dungeon Masters at the tournaments. Can’t argue with that.

Dig this:

Old Horny indeed. Let’s hope those horns on his head were the source of his nickname. And here, keeping with the theme of this post, is Dragontooth Miniatures old location:

Or is it? A Hilton? I’m thinking perhaps the old building was torn down and replaced. That, or Conrad Hilton had a secret hobby.

The next few articles are a bit too timely to make sense to talk about here – GenCon is growing, , GenCon East fills the Origins ‘hole’ (I’m sure that’s not as filthy as it sounds) and there are nine ways to win the painting contest at GenCon.

Okay, enough of that convention stuff. Next up: Samurai!

This is an interesting take on the character class. The editor’s note mentions that the author, Anthony Salva, holds a first degree black belt in Hapkido. The class that follows is heavily influenced by this, and it’s really a bit more like an alternate monk than the samurai most people would expect.

That said, it’s a pretty groovy class. It’s tough to make it in – you need Str 15, Dex 17 and Int 15 to qualify, but the class is open to gnomes, halflings, elves, half-elves and humans.

This version of the samurai cannot use armor, but his AC improved by 1 per 4 levels. They can use two-handed swords, short swords, bows and staffs, and a samurai of 4th level or higher can obtain his “personal weapons”, which are sacred to him. It mentions the weapons of honor – “Katana, Wakizashi and Nunchakos” are described later in the article.

Apparently Dragon Magazine got there first. Source

The samurai’s special abilities are as follows: Jump front kick (-3 to hit, 2d6 damage), judo throw, ceremony of fealty-weapons of honor (4th level; and here it mentions that katana do 1d12 or 1d10 damage, wakizashi 2d4 or 1d8 and nunchako 1d8 damage), sweep and double chop (5th level), crescent kick/side kick combination, back roundhouse kick, illusionist spell ability (8th level), “360” and downward kick, the slaying hand (10th level), flying side kick (requires movement, -3 to hit, 1d20 damage) and a samurai who becomes a shogun (13th level) has a 25% chance to obtain 30 psionic power points. They go on a bit later to mention they can reduce falling damage, hide in shadows and move silently as a thief, and can dive and roll over obstacles.

This class would probably be a blast to play, especially as a gnome. I’ve often thought that the monk would make a pretty good “cartoon hero” class, and this version of the samurai has me thinking of Samurai Champloo and other anime samurai. If anyone has experience with this class, please drop a note down below and let us know how it went.

Merle Rasmussen now brings us a nice Top Secret article about special ammunition – armor-piercing, dumdum, gyrojet, duplex, etc. Lots of stats (and I mean lots with a capital “L”), but probably useful info for other games as well.

Karl Horak has an article called “Getting a world into shape”, which gets into different shapes for campaign worlds, as in cylinders, polygons, etc.If you want a campaign world in the shape of a 20-sided die, this is the article for you.

Giants in the Earth in this issue presents some Poul Anderson characters – Holder Carlsen (14th level paladin) and Hugi (5th level gnome fighter). The art by Roger Raupp is great:

He’s always fantastic with knights and warriors. The article also has stats for T. J. Morgan‘s Ellide (6th level fighter)

G. Arthur Rahman has an article on historical names – Anglo-Saxon, Byzantine, etc. Very useful then, less so now with the resources of the internet at one’s disposal.

Jon Mattson‘s article “Monster mixing – AD&D creatures adapted to a C&S campaign” show that Dragon was not yet the house organ for TSR that it would become (though it always had more outside content than White Dwarf once it became GW’s house organ). While the article is quite useful for players of Chivalry & Sorcery, it also has an interesting piece at the end – a flowchart of AD&D monster predation:

And now you know.

Up next in the magazine is the section on Tim Hildebrandt‘s art. I’d post some images (aside from the cover above), but a Google search (or clicking on the artist’s name up above) will do you more good these days. Take a look – I think you’ll like what you see. I will post this quote from the interview with the artist:

“One thing leads to another thing leads to another thing and you start growing and growing. Things keep expanding, and the more I do myself, the more I see that there is to learn.”

Lots of wisdom in those words.

The Dragon’s Bestiary in this issue features the Loren Kruse’s Nogra (“a small creature with long, sharp claws which somewhat resembles a hairless lynx”). The basic stats for Blood & Treasure are below:

Nogra, Small Magical Beast: HD 2, AC 15, ATK 1 bite (1d4), MV 20′, SV F12 R11 W15, INT Low, AL Neutral (N), XP 200 (CL 3), Special-Body secretes a substance which absorbs all light (including into the infrared and ultraviolet spectrums), liquid is also a contact poison (save or blinded for 2d4 rounds), light sensitivity

Leonard Lakofka has a new class for this issue (which hopefully doesn’t do halflings wrong) called the Alchemist. Another old Dragon classic. It seems like such an obvious class for D&D, but it’s tricky. My version was essentially Dr. Jekyll, to give it a twist and make more than a guy who isn’t remotely as useful as a magic-user. Lakofka’s is, in fact, not an adventurer.

Lakofka’s alchemist has to have Str 9, Int 10, Wis 6, Dex 9, Con 14 and Cha 16 to qualify, and they must be human, elf or half-elf, with only the humans hitting the highest levels. They only earn XP by “plying their trade”, not adventuring. They can make pottery, blow glass, identify potions, manufacture poisons and manufacture magic potions. It’s a useful class, and could be adjusted to be an adventurer, but as a non-adventuring NPC I’m not sure why one needs to go to the trouble of having levels. It seems like a “novice-veteran-master” approach would work just as well, or even just “the alchemist can do what the DM to needs her do” concept. That being said, Lakofka always puts a lot of work into these things, and his alchemist is no different and thus is worth the read.

Gary Snyder now gets into the weeds on the issue of wishes and how to adjudicate them. This brings up a great point about fantasy gaming and gamers. I’ll often be watching some TV show or movie and think, “That plot element would never work in a game – the players would kill that guy in a heartbeat / or they would never touch that statue, ’cause statues are always trouble in a dungeon.” The idea of wishes probably seemed so simple when the game was first written, and then creative players got hold of the concept and made DM heads explode. Snyder gives ten rules to keep wishes in check which have largely been adopted into the game.

It’s followed up by a short article/story about wishing by Roger E. Moore.

Paul Montgomery Crabaugh has an artcle about travel and clothing in DragonQuest.

If you need a time keeper program in BASIC, Mark Herro has you covered in this month’s The Electric Eye. Blast from the past to see those IF … THEN statements and GOTO commands. I learned BASIC on a VIC-20, which is actually still sitting in my closet.

Side note – I love this Grenadier miniature …

Great sculpt

Side note II – A bit of Wormy

And now on to White Dwarf 25, the June/July 1981 issue. I’ll keep this one brief, and just cover the bases:

Lewis Pulsipher has the third part of the Introduction to D&D series, covering spellcasters. Great art in this one.

Trevor Graver has Optional Skill Acquisition for Travellers. This one ditches the random tables (which are pretty cool) for a skill point system. Control vs. Chaos, the eternal struggle in game design.

Roger Musson has a nice article on The Interesting Dungeon – worth the read.

Tony Chamberlain & Paul Skidmore have an interesting “clerical AD&D skirmish for a large number of players” called Lower Canon Court. This is another one that would probably be fun to play with a big group on Google+.

This issue has some clever magic items – the bowl of everlasting porridge, the bell of watchfulness – a notion on determining handedness in games by Lew Pulsipher (left-handed males 8%, females 4%), and Roger E. Moore has a bit on fake torture items.

Andy Slack has Vacc Suits in Traveller.

Dream Demon!

The Fiend Factory this issue is themed The Black Manse, and has stats for Dream Demons (which are really cool) by Phil Masters, the Incubus by Roger E. Moore, Brain Suckers by John R. Gordon and the Guardian by Simon Tilbrook. As always, the art is top notch. It’s a shame there was never a Fiend Folio II – so many great monsters were left behind.

Lewis Pulsipher‘s second article this issue is on “What Makes a Good AD&D Character Class”. I would answer – people want to play it and it doesn’t screw up the game. This is pretty much what he says, focusing especially on the class not being overpowering. His example of an overpowering class makes me actually want to create it – The Guardian class he posits can listen at doors, use x-ray vision, become ethereal and has a psionic boomerang defense that kills some mind flayers. I dig it.

And that’s that … Have fun on the internet!

Dragon by Dragon – April 1981 (48)

Happy Mothers Day to all the moms out there in blog land – and happy April Fools Day, since this week we’re looking at an April issue of Dragon – #48, from good old 1981.

Before I hit the magazine, though, I’m going to do a little advertising – NOD 29 is now out as a PDF, at Lulu.com and Rpgnow.com. This one has the second half of the Trollheim hex crawl, the third part of the d20 Mecha series featuring some mecha stats that could be useful for all sorts of sci-fi games, Aaron Siddall‘s very cool Hyperspace campaign notes for GRIT & VIGOR, which combines Lovecraft with good old fashioned rocket-powered sci-fi, Tony Tucker’s take on the luchador class for GRIT & VIGOR, a Quick & Easy mini-game pitting luchadores vs. the Aztec Mummy, a random class generator (along with a couple random classes that came out pretty good), info on using interesting historic coins in treasure hoards, the Laser Mage class and a couple tidbits for SPACE PRINCESS. All sorts of fun for $4.99.

And now, ladies and gents, on to the magazine.

We begin with an Arms Law ad, and a few thoughts on said ad by the writer of the blog:

That first bit is the problem – death being only one blow away with Arms Law. Many would argue that it’s more realistic than D&D combat … and they’re right. That’s precisely the problem. We already live in the real world, where death is one blow away. That’s why most of us live boring lives and indulge in fantasy for our excitement. I’m not sure injecting that kind of realism in fantasy is worth the trouble. A realistic game for the sake of the challenge, on the other hand, can be quite engaging. Just a thought.

And now, God forgive me, I’m going to show another old ad. I like the tagline – “not for everybody” – clever. Here’s a post about the game.

I might have mused about this before, but is anyone out there making new retro-computer dungeon crawls? For those in the know – would it be hard? I think it might be fun to create some relatively simple games with simple mechanics for those who want to just do some old fashioned dungeon crawling.

The theme for this issue is Underwater Adventuring. I can attest to how hard it is to write underwater adventures – or at least adventure locales for my hex crawls. So much of what we take for granted on the surface doesn’t work underwater. The first article, “Watery Words to the Wise” by Jeff Swycaffer, does a nice job of hitting the highlights of what does and does not work underwater. No rules, just sound advice.

Up next is the “Dragon’s Bestiary”, which features the Water-Horse by Roger E. Moore, Golden Ammorite by Roger E. Moore and Sea Demon by Ernest N. Rowland Jr. Nothing earthshaking here, but solid monsters for an underwater (or close-to-water) game.

The “Bazaar of the Bizarre” is also aquatically inclined, all by Roger E. Moore.

Naturally, Dragon Magazine comes through with its annual April Fools Day supplement, this one with its own cover (for Dragon #48-1/2). Truth be told, I think I like it better than the actual cover.

This month we get a bit on the Accountant character class and a game called Real Life with a nice bit of character generation:

We also get “Saturday Morning Monsters”, with stats for Bugs Bunny (CG 15th level illusionist), Daffy Duck (CN and totally nuts), Popeye (LN 9th or 18th level fighter), Rocky (LG 12th level fighter) and Bullwinkle (LG 13th level fighter) and Dudley Do-Right (LG 18th level paladin).

Back into the real magazine, Tim Lasko has an article on the druid called “The Druid and the DM”. It’s a general overview of the class as presented in AD&D, along with some suggestions for rule changes involving druid spells, many involing the use of “greater mistletoe”, changing the druid’s initial age and how his age works in-game (kind of weird idea – not sure why I should use it, or whether it would be worth the trouble), giving them the sage’s ability to answer questions about flora and fauna (good idea, but doesn’t require rules in my opinion) and a few other bits. It’s a combination of unnecessary complication, rules for things that don’t really require rules and ticky-tack little bonuses. Not bad, per se, but not terribly useful.

Players of Top Secret, which appears to be making a comeback these days, might enjoy “Doctor Yes”, a scenario written by Merle Rasmussen and James Thompson. The scenario is set on a floating island and appears to be engaging and thorough – rules for underwater adventuring in TS, and a large complex with traps and dangers. You also get stats for such personel as Chuck Morris, Bruce Nee and “Sweetbeam” Leotard.

“Giants in the Earth” presents Ursula K. LeGuin’s Sparrowhawk (N 21st level Illusionist/20th level Magic-User) and Andrew Offutt and Richard Lyon’s Tiana Highrider (CG 12th level Fighter/12th level Thief).

Michael Kelly‘s “Instant Adventures” is a neat article with a list of adventure types, along with the materials they require and the time involved in preparation. A few examples:

Assault/Raid (Bodysnatch), requires a small military encampment and takes about 20 minutes to set up.

Feud, Inter-family, requires a brief history of the feud and the feuding families, as well as a reason for the involvement of the characters; takes a couple hours to prepare.

Smuggling, Weapons, requires a war and revolutionaries in need of weapons and supplies, as well as a source for those weapons and supplies; takes about 20 minutes to prepare.

At a minimum, it’s a great source of ideas for games.

Lakofka‘s “Mission Control” article dovetails nicely with it, being a way of detemining how tough the bad guy faced by adventurers should be. In a nutshell, it is based on the total XP of the party, that determining the level of the big bad guy and how much treasure/magic items he should have. The article gets pretty wordy and “in the weeds”, but the basic ideas are solid and useful.

And so ends Dragon #48, as usual, with a frame from Wormy …

And now begins White Dwarf #24, the April/May 1981 issue. The issue starts off with a great cover – barbarian woman and a sort of Bronze Age warrior-type before a stepped jungle pyramid with dragons or pteranodons buzzing about. Good stuff. I’ve mentioned this before, but I’ll say again that in my opinion the quality of layout and art in White Dwarf was superior to Dragon in this period. Dragon’s layout was never inspired, but the cover art got much better as time went on. Both magazines are a pain in the butt to read for folks without premium peepers, but that’s not their fault, just Father Time’s.

The first highlight for me in this issue of White Dwarf is some a beautiful piece of art by the great Russ Nicholson:

It suggests a great scenario – the adventurers captured and stripped of their toys – that’s hard to implement. Most players don’t dig it, and there’s usually an idea that if you’re putting them through it they’re going to live through the experience. An assumed guarantee of survival takes the fun out of the scenario. Still, if you can find the right kind of players, it makes for a great game.

I found the review for a game called Quirks – the game of unnatural selection interesting. Ian Livingstone gave it a good review and it sounds like an interesting concept, wherein players create weird plants and animals and have to adapt them to survive changing climates and challenges.

WD24 also has a detective class with some interesting abilities (10% chance of noticing disguised assassins), some sage abilities, thief abilities, spells and tracking. I think I’d enjoy playing a Halfling Shamus (4th level detective).

Mark Byng has an AD&D mini-module called “The Lair of Maldred the Mighty” which is, if I’m honest, kind of hard to read for an old fart like myself. Not his fault – a layout issue.

Monster Madness has a few “of the more eccentric monsters to have graced the White Dwarf letter box” – in this case the Bonacon by David Taylor, Llort by Andrew Key, Todal and Marcus Barbor, Tali Monster by Craig Edwards, Dungeon Master by Malory Nye. For fun, the DM is below in B&T format:

Dungeon Master, Medium Humanoid: HD as many as he likes; AC 16 (chainmail and judge’s shield), ATK special, MV 30′, SV varies, AL CE usually, Special: 30% chance he will follow adventurers around a dungeon telling them what they can and cannot do, rolls for wandering monsters when characters make any noise at all, reading of the rules (sleep spell), consults matrices and confuses attackers, not spell affects him unless you can persuade him otherwise, weapons do half damage, susceptible to bribes of 500 gp or more (treat as charm person).

That’s that, boys and girls. Have fun, do something nice for mom and then do something nice for everyone else.

Dragon by Dragon – February 1981 (46)

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

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

Moving on …

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

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

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

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

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

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

Here’s another Roslof from that issue:

Love the halfling.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Another dandy by Roslof – casting a spell from a scroll

Here’s a cool bit:

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

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

Time for some sage advice …

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

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

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

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

Cool stuff.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In addition:

Size-Change
Magic-User 4, Cleric 3

Range: Touch
Duration: 30 rounds

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

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

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

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

Happy Easter folks!

Dragon by Dragon – January 1981 (45)

A new year! 1981!

Inflation was rough as hell, but if you could scrape it together you could get a new Tandy TRS 80 PC for $150 (or $390 in today’s dollars). This year would see the release of the hostages in Iran, the first flight of the space shuttle Columbia and an attempted assassination of President Reagan.

For the geek set, it was an embarrassment of riches in the movie theaters – Raiders of the Lost Ark, Mad Max 2, Evil Dead, An American Werewolf in London, The Howling, Halloween, Escape from New York, Clash of the Titans, Time Bandits, Scanners, Excalibur, Dragonslayer and, of course, the finest film ever made, Cannonball Run.

How did the venerable Dragon kick off 1981? Let’s see …

From the art in the first article, it would appear it was stinking up the place.

Actually, Robert Plamondon‘s article “Gas ’em Up and Smoke ’em Out” reviews how gases and smoke would work in a dungeon environment. It’s a sign of the times, as Old School (which I now realize means pre-1980) gaming gives way bit by bit to realism, at least for game designers and article writers. Here’s a sample:

“Using the rule-of-thumb design specs of 500 cubic feet per person of room volume and 24 cubic feet per minute per person of ventilating air, and applying a little algebra, we find that the ratio of incoming air volume to room volume is about 1:20.83.”

This article uses a little math and engineering, but also comes across with some useful bits for referees:

  • A room with standard ventilation will take about 2 hours and 20 minutes for poison gas or smoke to go away. Even without ventilation, poison gas will eventually react with everything in the room and become harmless.
  • Poison gas costs between 1,000 gp and 6,000 gp per trap.
  • Gas masks should be easy for an alchemist and leather worker to put together, but inventing them will take 2d4 months and 1d6+1 x 1,000 gp, with a 50% chance of success.
  • A successful save vs. poison gas means holding one’s breath and escaping the gas. A failed save means breathing the gas and dying. Initially one falls unconscious and dies 5 rounds later.
  • People who know about the presence of poison gas get a +4 bonus to save against it.

Plamondon also provides a nice table of poison gases, which may come in just as handy for modern games and fantasy games:

Oh, and THIS GUY might be the Robert Plamondon of the article.

The Dragon Tooth miniatures ad would make a nice deep dungeon encounter table:

Roll d20

  1. High Elfin Hero-King in Dragon Helm (Elf Fighter 8/Magic-User 7, helm controls dragons, longsword, chainmail, shield)
  2. Rogue or Thief, Skulkingly Caped (Human Thief 1 or 9, rapier and dagger)
  3. Sorcerer, Sorcerering or Sorceress, Sorcerering (Human Magic-User 9, staff)
  4. Swordswoman armed with Sword and Spear (Human Fighter 3, longsword and glaive)
  5. Rictus, the Zombie King (Zombie with 10 HD, scimitar, skeletal horse)
  6. Swordsman Kane, in Scale Armour (Human Fighter 3, sword, scale mail)
  7. Cleric in Mitred Helmet Armed with Mace in Scale Armour (Human Cleric 9, footman’s mace, chainmail)
  8. Fool or Jester, Armed with Sword (Human Bard 4, longsword)
  9. Bard or Harpist with Harp and Armed with Sword (Human Bard 8, longsword)
  10. Swordsman Roland with Sword and Shield in Scale Armour (Human Fighter 3, short sword, scale mail)
  11. Elfin Enchanter, Enchanting (Human Magic-User 7)
  12. Female Thief or Rogue, Caped and Thieving (Human Thief 1 or 9, rapier)
  13. Silent Stalker, Stalking (honestly, your guess is as good as mine, but I love it)
  14. Gladius-Hero in Roman-Style Armour (Human Fighter 4, breastplate, shield, short sword)
  15. Barbarian Hero wearing Vulture Helmet and Fur (Human Fighter 4, scimitar, leather armor and shield)
  16. Rachir, the Red Archer-Ranger/Fighter with Bow (Human Ranger 3, composite bow, long sword, leather armor, shield)
  17. High Elfin Warrior Maiden Armed with Sword (Elf Fighter 4, broadsword, chainmail)
  18. Gundar the Barbarian with Axe and Sword (Human Fighter 9, leather armor, battle axe, longsword)
  19. Subotai the Mongol-Swordsman with Shield (Human Fighter 3, scimitar, dagger, chainmail, shield)
  20. Swashbuckler Fighter with Cutlass and Dagger (Human Fighter 5, scimitar, dagger)

Next up, we have a couple old school NPC classes – the Astrologer by Roger E. Moore and the Alchemist by Roger E. Moore and Georgia Moore. These are nice and short classes, and could probably be adapted as non-classed NPCs with interesting abilities by most GM’s. Of course, I’d also love to see them used as PC’s in a game.

Here’s a taste of the astrologer:

Here’s a nice bit from the alchemist class:

“For the creation of homonculi, it is suggested that Pseudo-Dragon venom and Gargoyle blood be among, the. required ingredients, as well as the Magic-User’s own blood, since these items bear some relationship to a Homonculous’s poisonous bite and appearance. Costs and time for making a Homonculous are outlined in the Monster Manual.”

And this:

“Formulas for manufacturing cockatrices may be found in L. Sprague de Camp’s book, The Ancient Engineers, Chapter 9, “The European Engineers.” Additional notes appear in The Worm Ouroborous, by E. R. Eddison, “Conjuring in the Iron Tower.” Note that de Camp’s book refers to the cockatrice as a “basilisk,” and tells of an alchemical way of making gold from burnt “basilisk” parts.”

One more reason to read Eddison’s book, and now I want to find de Camp’s as well.

Oh Hell, and this:

“At the Dungeon Master’s option, cloning may be performed by biogenesis-studying Alchemists; this should be considered a very powerful (and very rarely performed) ability that will entail expenditures of 100,000 g.p. or more.”

Philip Meyers‘ article “Magic Items for Everyman” covers random magic items for NPC’s. They’re quite extensive and worth taking a look at.

Bazaar of the Bizarre has a couple nifty magic items. The Eidolon of Khalk’Ru is a real pip if you have a cleric or magic-user in the party (and who doesn’t?). There’s also the Bell of Pavlov, box of many holdings, ruby slippers, ring of oak and pet rocks – man I want to pit a guy with three pet rocks up against an unsuspecting party.

But hey – we’re not done with new classes yet. Len Lakofka presents a new fighter or ranger sub-class, the Archer. Really, it’s the archer, a fighter sub-class, and the archer-ranger, a ranger sub-class. This is accompanied by whole host of advanced rules for missile fire in D&D.

Archers get fewer melee attacks per round than fighters and more missile attacks than fighters. They get an additional +1 with magic bows and arrows. If their intelligence is 9 or higher, they also learn some magic-user spells at 7th level. At 3rd level they learn to make arrows, and they learn to make bows at 5th level.

The main bonus for archers are bonuses to hit and damage, which get pretty big at high levels.

The big feature of this issue was the Dragon Dungeon Design Kit – a bunch of cardboard pieces you could use to create tabletop maps of the dungeon rooms adventurers encountered. You got wall sections, treasure chests and all sorts of dungeon dressing.

Michael Kluever‘s article “Castles, Castles Everywhere” is a nicely researched article about castles. Worth the read.

Roger E. Moore is back again with “How To Have a Good Time Being Evil”, a lighthearted look at the subject. Think over-the-top silver age comic book evil rather than the genuine article. One bit I especially liked was this, as it is a good description of the Chaotic / Evil alignment:

“Now for the group goals. Anyone who’s played Monsters! Monsters! already knows what the goal is in an evil campaign. The goal is to beat up on the good guys. The goody-good Paladins, sneaky Rangers, and less-than-macho elves are going to get what they deserve. What right have they got, breaking into our lairs, killing our underlings and friends, and taking away the treasures we worked so hard to steal? Besides, what we’re doing is the way of the universe. Only the strong survive. Nice guys finish last. I’m number one. If you help all the wimps get ahead in the universe, you undo natural selections and evolution, which is trying to make us tougher. Might makes right. And so on. Working up the goals and general background philosophy of an evil campaign is not difficult (and is actually a little disturbing, as some people say such things in seriousness. How little we know about our own alignments …)”

I think the true test of a great monster is great art. Well, maybe not, but a nice piece of art makes we want to use a monster, regardless of its stats. To whit, the skyzorr’n by Jon Mattson:

Art by Willingham, of course. It’s actually not a bad beastie – nomadic insect people.

Skyzorr’n, Medium Monstrous Humanoid: HD 2+1, AC 16, MV 20′, ATK 1d4 claws (1d4) or 1d2 by weapon; AL Chaotic (LE), Special–Bite for 1d4+1 plus poison, surprise 1-3 on 1d6, immune to natural paralysis (not spells) and 90% of poisons, +2 to save vs. heat and cold attacks, resistance to edged and piercing weapons.

They inhabit deserts and badlands in hive communities (70% underground). They are matriarchal, ruled by queens (they look like grotesque bloated spiders) with High intelligence. They use weapons 50% of the time (longswords, scimitars, military forks, spears and slings). If two claw attacks hit, they get a bite attack. The poison deals 1 point of Strength and Dexterity damage for 2d4 turns.

Read the issue to get the full description – very cool. They also have sand lizards by Marcella Peyre-Ferry and dust devils by Bruce Sears.

I wonder if WOTC would consider making a monster book with all of these creatures in it?

Well – that’s all folks. No White Dwarf supplement this time, since it was bi-monthly. I’ll hit it next week (God willing and the creek don’t rise).