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 Sorceror’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:

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 – November 1980

It’s time for another review of the grand old Dragon, and this time with a special guest appearance by White Dwarf #21. I figure, why not look at what WD was up to during the same month of Dragon I’m reviewing – see how the gaming communities in the US and UK differed.

First, though, we’ll dip into the Dragon and see what $3 got you back in 1980.

As you might be able to tell from the cover, this issue presents a new version of the Witch as an “NPC” class, written by Bill Mulhausen and revised and edited by Kim Mohan and Tom Moldvay. The first was back in Dragon #20, from November of 1978. I guess November is the month for witches.

This version is much like the one that will appear a few years later, dividing the witch into low (level 1-16) and high (level 17-22) orders. This is reminiscent of the AD&D druid. Here are a few of the essentials of the witch:

Requirements: Intelligence and Wisdom must be 15 or higher, must be human or elf (and elves are limited to 9th level, and can multi-class as witches).

Hit Dice: d4 to 11th level, +1 hit point per level thereafter.

Attack and save as magic-users.

Witches receive bonus spells for high Intelligence, as a cleric does for high Wisdom. Their chance to know each spell and such are as for a magic-user. For younger readers, AD&D magic-users had a percent chance to be able to learn any given spell of a level. This was based on their intelligence. You had to roll for each spell to see if a magic-user could learn it. So yeah, you could conceivably have a magic-user who couldn’t learn magic missile, fireball or lightning bolt.

The witch has rules for followers (gains 1d10x20 at 9th level if she establishes a place of worship), and rules about how many apprentices she can have.) She can apply for membership in the high order at level 10 if her Intelligence and Wisdom are 16 or higher and if she possesses a magic crystal ball, mirror or libram. High order witches can advance to 22nd level, and they receive special high order spells at each level from 16 to 22.

Besides their spells, they can brew poisons and narcotics, which they learn as they advance in level. This includes sleep (3rd level), truth (4th level) and love potions 6th level). She can read druid scrolls with no chance of failure, magic-user and illusionist scrolls with a 10% chance of failure and cleric spells if the spell is also on the witch’s spell list (8th level).

Witches can manufacture one magic candle per month at 9th level. The candles can cause love, offer magical protection, heal damage and other effects. She gets a familiar at 10th level, can brew flying ointment at 13th level, control dolls at 15th level, can fascinate with her gaze at 17th level, use limited wish at 21st level and shape change at 22nd level.

The witch has 8 levels of spells, which involve lots of charming, divination, some healing and a few offensive spells. It’s a cool class, but I can’t help but think you’d be just as well off with a magic-user.

Dave Cook (that one) offers some survival tips for the Slave Pits tournament at GenCon XIII. I only mention it here because those adventures went on to be classics when they were published as modules.

We also learn in this issue that Frank Mentzer won the 4th Invitational AD&D Masters Tournament at GenCon XIII. Dig that crazy shirt …


Speaking of great Dungeon Masters, this issue has a DM Evaluation Form for players to fill out. Here’s a sample …


This runs on for several pages and 43 questions! A couple issues ago, a reader complained that the adventures in the magazine were filler. This, ladies and gentlemen, is filler. I’m guessing GenCon kept them busy.

The Bestiary has some choice bits …


This is an amazon, art by Erol Otus (of course), monster by Roger E. Moore. I’d detail the monster stats here, but frankly, they’re humans and the women do all the “men’s work” and vice versa. Not much to see here – but the art is cool.

Todd Lockwood has a monster called a Tolwar that is basically a trunkless elephant who can telekinetically throw boulders (2d12 damage). They serve as loyal mounts.

Tolwar, Large Monster: HD 6, AC 15, ATK 1 slam (2d4) or 2 boulders (900’/2d12), MV 40′, SV F10 R11 W17, AL Neutral (N), XP 600 (CL 7), Special-Hurl boulders, only surprised on 1, telekinesis (100 lb), catch boulders with telekinesis (75%).

Ed Greenwood presents the lythlyx, a weird spiral creature that whips, constrict and drain blood from people.

Lythlyx, Large Aberration: HD 6, AC 19, ATK 1 whip (2d6 + constrict 3d6 + blood drain 1d4), MV 15′ (Fly 20′, Swim 20′), SV F13 R14 W11, AL Neutral (N), XP 600 (CL 7), Special-Blood drain can be used to heal monster (heal 1 hp per 4 hp taken), immune to charm, command, fear, hold monster and sleep, psionic attacks (all).

Now, give me a bunch of amazon warriors on tolwars hurling boulders at a band of adventurers who have stolen some amazon gold and are hiding in a half-ruined wizard’s tower, and you’ve got an adventure.

Philip Meyers has an article about disbelieving illusions, or more specifically phantasmal force. He comes up with a little system based on the intelligence of viewer and how suspicious they are about what they’re seeing. In the table below, situation 1 represents a character who has been informed about the illusion, and 6 is where the character expects to see what the illusion is depicting – in other words, 1 is super suspicious, and 6 is not suspicious at all.



The number is the percent chance of disbelief. It is increase by +20% if olfactory or thermal components are expected but not present, +20% if aural components are expected but not present, +10% if victim of illusion is an illusionist, -10% if victim is surprised and +10% if victim’s Wisdom is 15 or higher.

I reckon you can do about the same by giving a bonus to save vs. phantasmal force as opposed to improved phantasmal force or spectral force.

This issue contains a Traveller adventure called Canard. I won’t comment, because I’ve never played Traveller, but if you’re a fan, it’s probably worth checking out.

Two reviews which might be of interest – the first a Game Designers Workshop (not Games Workshop, as I originally posted) offering called Azhanti High Lightning, about fighting aboard a giant starship. The review was positive, but wonders whether or not they should have tried to tie it to Traveller.

They also review SPI’s DragonQuest, their first “serious” foray into Fantasy RPGs. The reviewer likes it – the intentional rather than random character generation, the action points in combat – but does not care for the way experience is handed out. Overall – positive review, and another reminder that Old School gaming was already becoming “Old School” in 1980.

I’ll also note Hero, by Yaquinto Games. It was an “album game” – “The physical layout is like that of a double record album. The components are stored in the pockets, while the playing surface is printed on the two inside faces.”


Very cool idea, and it would be fun to see something similar done these days, especially considering the connection between Old School gaming and bitchin’ Heavy Metal album art.

I liked this comic …


A scroll of illiteracy would be a great cursed item in a game.

A fair issue of Dragon, with a couple notable bits.

So, what was White Dwarf up to in November (really Oct/Nov) of 1980.

First – cool cover, but there are much better WD covers yet to come. You also notice, right off, that the layout of WD is much more professional than for Dragon at this point. Dragon makes some improvements over the years, but frankly never looked as good, and by the 1990’s and 2000’s looked terrible.

In this issue, Andrew Finch presents some cool material inspired by The Chronicle of Thomas Covenant, Unbeliever. We have a new class, Lore Lords, who combine the spell-casting ability of magic-users and clerics, along with d8 hit dice and studded leather armor. Fortunately, this is balanced by a high XP requirement. Similar classes are the Rhadamaerl, who specialize in the lord of stone, and Hirebrand, who specializes in the lore of wood. There are also Bloodguards, who serve as bodyguards for Lore Lords, songs of summoning and words of power. Having never read the Thomas Convenant books, I cannot rate how accurate these classes are, but for fans they’re probably worth checking out. One bit I liked for Lore Lords was their ability to communicate telepathically with one another. A cool house rule might permit magic-users with intelligence and wisdom of 15 or higher to communicate this way with one another.

Roger E. Moore (yeah, that guy) presents a merchant class. It’s actually pretty close to the Venturer class I did, and I promise I hadn’t seen this write up when I wrote mine. Moore’s merchants can open locks, appraise items and use suggestion and command when speaking with people. These are all percentage skills, like those of the thief. Good class.

Azhanti High Lightning gets a review in this issue – positive as in the Dragon.

The Fiend Factory has several cool monsters, the Brothers of the Pine, Chthon, Enslaver, Micemen, Dragon Warriors, Grey Sqaargs and Cyclops. Here are some quick stats:

Brothers of the Pine, Medium Undead: HD 3, AC 15 [+1], ATK 1 weapon, MV 30′, SV F15 R15 W12, AL Chaotic (LE/NE), XP 1500 (CL 5), Special-Cast one 1st level druid spell per day, shrieking wail (save or flee for 1d8 turns), immune to cold, resistance to electricity, vulnerable to fire, only plant-based spells affect them.

Chthon, Medium Aberration: HD 8, AC 20, ATK nil, MV 0′, SV F13 R- W9, AL Chaotic (LE), XP 800 (CL 10), Special-Mineral intellect that hates all animal and plant life, especially intelligent, control up to 20 plants and animals (save to negate).

Enslaver, Tiny Aberration: HD 2+1, AC 14, ATK special, MV 10′, SV F19 R17 W12, AL Chaotic (CE), XP 200 (CL 3), Special-Blindsight 30′, 90% chance of hiding among rocks, dominate creatures that touch them (save negates), hosts freed from domination must make system shock roll or die, hosts are immune to pain and mind effects.

Micemen (crossbreed of brownie and orc!), Small Humanoid: HD 1-1, AC 13, ATK 1 javelin and dagger, MV 30′, SV F14 R16 W16, AL Chaotic (LE), Special-Infravision 90′, shun bright lights, surprise (4 in 6). Despite the picture, I’d like to see these dudes as evil piglets dressed as Robin Hood.

Dragon Warrior (made from dragon teeth), Medium Construct: HD 5+1, AC special, ATK 1 weapon, MV 20′, SV F14 R14 W14, AL Neutral (N), XP 500 (CL 6), Special-Cannot speak, obey commands, last for a number of turns equal to the dragon’s age category, +1 to hit, +2 to damage, attack as 6th level fighters, immune to parent’s breath weapon type, sleep, charm and hold, clad in scale armor and armed with broadsword, disintegrate when killed or dispelled.

Grey Sqaarg, Medium Construct: HD 6, AC 22, ATK 1 grapple, MV 20′, SV F14 R14 W14, AL Neutral (N), Special-Constructs built by ancient dwarves, never initiate attack, fight with strength bonus to hit and damage equal to combined modifiers of attackers, grapples to incapacitate people, made of solid stone, magic resistance 30%.

Cyclops, Large Giant: HD 6, AC 14, ATK 2 claws (1d6), bite (2d6), MV 30′, SV F10 R14 W14, AL Chaotic (CE), Special-Hypnotic stare, -1 to hit melee, -2 to hit ranged, +2 save vs. illusion, prefer to eat demi-humans to humans, breed with human females.

White Dwarf #21 also contains a sci-fi boardgame called Survival and a dungeon called the Tomb of the Maharaja. It is, I’m afraid, quite short and not terribly interesting.

All-in-all, some pretty cool stuff from the Brits in November 1980 – and of course, lots of art by Russ Nicholson.

Well, that does it for this edition of Dragon by Dragon. As always, I leave you with Tramp …