Showing posts with label 2nd ed. Show all posts
Showing posts with label 2nd ed. Show all posts

Sunday, April 7, 2024

Larina Nix for Advanced Dungeons & Dragons 2nd Edition

Larina by Beatriz Sanguino
Larina by Beatriz Sanguino
Again, I'm surprised I haven't posted something like this already. Given that I talked about AD&D 2nd Edition earlier today, I thought this might be a good time to discuss the different witches from the AD&D 2nd Ed era. 

I have talked in the past about how the AD&D 2nd edition era was a good time for all sorts of witch classes. By my count, there were at least four official classes from TSR (and later WotC) for AD&D 2nd Ed, and quite a few unofficial ones. 

I have compared a few witch classes with each other at varying levels of detail over the years and will likely do it more when I take my deep dive into the Forgotten Realms for AD&D 2nd Ed. But looking back, I see I never taken the time to compare the AD&D Second classes to each other. The closest I have come was comparing two AD&D 2nd Characters to each other, Nida and Sinéad, and Sinéad is no longer even a proper witch. 

One day, I'll do more, but I want to look at one official witch and two unofficial ones for today.  I think I'll save Nida when it comes time to discuss the other official witches. Plus, using Larina here is much more appropriate. 

As I mentioned earlier today, AD&D 2nd Edition can be seen as an extension or continuation of the AD&D 1st Edition line. The games are very compatible. So, my characters often moved from 1st to 2nd Edition without so much as getting a new sheet. Larina here is no exception. She began in 1986 with AD&D 1st Ed and moved to AD&D 2nd Ed in 1989 without a blink. But I did make new sheets for her eventually.

Let's go back a bit before AD&D 2nd edition came out. Back in July 1986, I created a witch character, Larina, to test some ideas I had about doing witches in (A)D&D. When Dragon Magazine came out in October of 1986 I started using that. But all the while, I am collecting my notes and ideas. Moving forward to 1989, AD&D 2nd Edition was released. There were a lot of new ideas in that and I was looking forward to trying out my collected notes. One set of notes became my Sun Priest kit for Clerics, another became a pile of notes for the Healer, another the Necromancer/Death Mage, but the largest would become the Witch. It would be almost 10 years before it would see publication but it did and Larina was a central figure in that work.

In those 10 years, there was a lot of writing and playtesting. 

While I kept my Dragon #114/AD&D1st ed witch version of her, I created a parallel version using my new witch rules. This version was supposed to be the same person, just with a different set of rules to govern her. While that happened, two other witch classes were published to help me make other choices. I also set her up for these rules and played all three (or four, really) versions to see how she worked in different situations.  So, if you have ever wondered if I have run out of things to say about witches or even this witch in particular, the answer is no, I have spent more hours with her than any other character I have.

So I would like to present her for AD&D Second Edition, but three different witch classes.

Various AD&D 2nd Ed Witches

Larina Nix for AD&D 2nd Edition

This version(s) of Larina is just the continuation of her AD&D 1st Edition incarnation.

Base Stats (same for all versions).

Larina Nix
Human Witch, Lawful Neutral

Strength: 9
Dexterity: 17 
Constitution: 16
Intelligence: 18 
Wisdom: 18
Charisma: 18

Movement: 12
AC: 1
HP: 86

Weapons
Dagger, Staff

Defenses: Bracers of Defense (AC 1)

Languages: Common, Alignment, Elven, Dwarven, Dragon, Goblin, Orc, Sylvan
Ancient Languages: Primordial, Abyssal, Infernal

So, in this version, her dex and con were raised by some magic.

The Complete Wizard's Handbook
The Complete Wizard's Handbook

Class: Wizard
Kit: Witch
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 11
Rod, Staff, Wand: 7
Petrify/Polymorph: 9
Breath Weapon: 11
Magic: 11

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
3rd level: Familiar
5th level: Brew Calmative
7th level: Brew Poison
9th level: Beguile
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Burning Hands, Charm Person, Comprehend Languages, Copy, Chromatic Orb
2nd level: Blindness, ESP, Tasha's Hideous Uncontrollable Laughter, Knock, Ice Knife
3rd level: Clairvoyance, Hold Person, Hovering Skull, Iron Mind, Pain Touch
4th level: Dimension Door, Fear, Magic Mirror, Remove Curse, Fire Aura
5th level: Advanced Illusion, Cone of Cold, Feeblemind, Telekinesis, Shadow Door
6th level: Eyebite, Dragon Scales
7th level: Shadow Walk

--

Mayfair Role-aids: Witches
Mayfair Role-aids: Witches

Class: Witch / Wizard
Tradition: Classical
Level: 15 / 1

Saving Throws (Base)
Paralyze/Poison/Death: 13
Rod, Staff, Wand: 9
Petrify/Polymorph: 11
Breath Weapon: 13
Magic: 10

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
Herbalism

Spells
1st level: Feather Fall, Identify, Read Magic, Sleep, Chill Touch, Protection from Evil, Color Spray
2nd level: Flaming Sphere, Locate Object, Forget, Ray of Enfeeblement, Strength
3rd level: Cure Light Wounds, Dispel Magic, Clairvoyance, Delude, Mystery Script
4th level: Call Lightning, Fear, Fire Shield, Magic Mirror, Wall of Fire
5th level: Feeblemind, Shadow Magic, Dream, FAlse Vision
6th level: Geas, Legend Lore, True Seeing
7th level: Shadow Walk

--

Mayfair Role-aids: Witches
The Complete Netbook of Witches & Warlocks

Class: Witch (Priest Sub-class)
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 5
Rod, Staff, Wand: 9
Petrify/Polymorph: 8
Breath Weapon: 11
Magic: 10

THAC0: 12

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
1st: Turn Undead
3rd level: Read/Detect Magic
6th level: Chill Touch
9th level: Candle Magic
12th level: Immune to Fear
15th level: Fascination
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Create Fire, Katarine's Dart, Witch Light, Dowse, Wall of Darkness, Painful Wounds
2nd level: Burning Wind, Acquire Witch's Familiar, Blackfire, Dance Trantra, Minor Hex, Pain Armor, Protection vs. Elementals
3rd level: Lesser Strengthing Rite, Beguile III, Astral Sense, Lethe, Witch Writing, Rite of Remote Seeing
4th level: Spirit Dagger, Cloak of Shifting Shadows, Broom, Cleanse, Card Reading, Grandmother's Shawl, Middle Banishing Rite
5th level: Rite of Magical Resistance, Starflare, Dolor, Bull of Heaven
6th level: Anchoring Rite, Greater Banishing Rite, Kiss of Life
7th level: Demon Trap

--

The biggest differences are in the powers and the spells. 

I kept her HP the same in all three cases to keep combat a fixed variable, the same with her weapons and non-weapon proficiencies. 

The Wizard's Handbook from TSR strikes a good balance of powers and spells. The Mayfair Role-aids Witches book has some great spells. Of course I am fond of my own Complete Netbook of Witches & Warlocks. Of course, after 25 years, there are things I would do differently now.

Playing All Three

Playing all three in a game was interesting but also a lot of fun. I'd generally alternate between them, choosing which one to use in combat beforehand so I could measure the utility of the spells. So when I say I have played her more than any other character, I really mean it. I kept her "real" sheets as notes in MS Word 2.0/95/97 to make easy changes to them as I played with my CNoW&W one as the "official" character sheet. 

This also gave me the idea that all her incarnations are aware of each other. It has nothing to do with any of the game mechanics I have written, but it is aa fun little role-playing exercise. 

In 1999, on October 31st, I was sitting in the hospital. My wife had just had our first baby, Liam, and I had my laptop. Just after midnight, I released my "The Complete Netbook of Witches & Warlocks" for free on the web. Larina was featured in that book as a 6-year-old who discovered she was a witch.

All the playtesting would then lead to my "The Witch: A sourcebook for Basic Edition fantasy games" released exactly 14 years later.  It would also lead to my 3rd Edition books on witches, but I'll talk about them next week.

#AtoZChallenge2024: Sunday Special, AD&D 2nd Edition

I know that in the A to Z Challenge we skip posting on Sundays, but since we have enough Sundays here I am going to use them to talk about the various editions of D&D that otherwise would not get talked about.

Up this Sunday?  AD&D 2nd Edition.

Advanced Dungeons & Dragons, 2nd Edition

 

Advanced Dungeons & Dragons, 2nd Edition

AD&D 2nd Edition was released starting in the spring of 1989, 12-10 years after AD&D 1st Edition. The game was met with great anticipation by many, myself included, and by trepidation by others.

Trepidation since was going to be the first major edition of Dungeons & Dragons with Gary Gygax's name on it. Now to be fair, the Mentzer BECMI also did not feature Gary's name on the cover, but his fingerprints if not his tacit and implicit blessings were all over it.

This edition did not have that and there were some that felt it could not live up.

I was not necessarily a Gygax loyalist. Sure I knew he had been ousted from TSR, the publisher of D&D and the company he helped create, but D&D by this time had had a lot of names on it.  D&D, in my mind then, was bigger that Gary Gygax alone.  

So when AD&D 2nd came out I was in. I got my books as soon as they were released and I went head first into this new game. For reasons that seem silly now, I always felt I was behind the curve when it came to AD&D 1st Ed. That there were people who had gotten in early and "knew" more than me. This was not going to be the case for 2nd Ed! 

In truth, I enjoyed the game for a very long time, but it was also the game that would nearly turn me away from D&D.

I bought AD&D 2nd Edition and I put up, and eventually loaned out, all my older D&D rule books. That was a HUGE mistake. First off, save for minor details, AD&D 1st Ed and AD&D 2nd Ed were still very compatible. I could move characters, monsters, and adventures between the two with relative ease. In some cases the changes were also improvements in my mind. The Bards were better; the initiative used a d10 and not a d6, which made a lot more sense, and the monsters were far more detailed.  In fact, I spent a whole series of posts on the monster books.

Though it was not without it's own problems. The "splat" books (called that because the * often used as a wild card is also called a 'splat') began to get out of control, and each one introduced new levels of power creep. For example, I loved the new Bard class and HATED "The Complete Bards Handbook." 

There was also a level of enforced morality in the game. Spells like Bestow Curse were now gone, Assassins and barbarians as classes were gone, and demons and devils were also gone. Now honestly I didn't mind all of that, I could, and did, add my own material.

The Campaign Settings

The REAL selling point for AD&D 2nd Edition for many of us were the Campaign Settings.  I talked about the Forgotten Realms yesterday and I'll talk about Ravenloft later. Mystara had a few brief moments, and there were others. And that was part of the problem. Ravenloft people like me didn't buy Forgotten Realms books. Forgotten Realms fans didn't buy Birthright or Red Steel or Mystara. People who bought Planescape never bought Spelljammer. There were too many settings and too many books in each one and no one was buying them all. Or at least not enough to matter.

So when TSR finally went bankrupt and was deep, deep in debt, it was not a surprise really.

My History with AD&D 2nd Ed.

When AD&D 2nd Edition was released, I was living in the dorms at my university as an undergrad. When the next edition was released in 2000, I had been married for five years, had been living in a new house for three of those and my oldest son was nearly one year old.  Talk about changes. 

AD&D 2nd Ed books, revised and original

Also, at that time, I went from "AD&D 2nd Ed is the game for me" to "I will play ANYTHING but AD&D."  A few factors went into that. First was the power creep I mentioned above. The worst books for this were the Skills and Powers books, an attempt by TSR to patch all the leaky holes the AD&D system (now 25 years old) was showing.  Also, AD&D didn't support the type of game I wanted to play anymore.

Then, there was the issue with how TSR was treating the D&D players online.

In the early days of the Internet, there was a rush to share ideas, particularly D&D ideas. Netbooks became very popular. TSR responded by trying to sue anyone that talked about D&D online. So much so they became known as "They Sue Regularily."  Hard to imagine in today's post-OGL and Creative Commons world. People also forget how bad it was and how Wizards of the Coast, the next publisher of D&D, essentially gave away their rules for free to use.

Today. My stance on AD&D has softened a lot, and I am back to loving it again. 

Will I ever play AD&D 2nd again? I don't know, I'd love to, to be honest.

Tomorrow, we are back to the regular schedule, and I have G for Gary Gygax.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Sunday, March 31, 2024

#AtoZChallenge2024: Sunday Special, Introduction to Dungeons & Dragons Editions

 I am going to use Sundays of this Challenge to talk about the various Editions of the Dungeons & Dragons (D&D) game that have been published over the last 50 years. 

One of the challenges people have when getting into a game like D&D is where do you start? Generally speaking, you are always best starting with the edition that people around you are playing. If they are playing the newest edition (right now, 5th Edition), then great! This will make finding products easier. If it is an older edition, then great! All editions are fun. 

But what are the Editions? Are there 5 then? Well...it is a bit more complicated than that. Hopefully, this graph (making its rounds on social media and started on Reddit.) will help. The editions are all only sort-of compatible with each other. I'll explain that throughout the month. 

Timeline of D&D Original D&D AD&D 1st Edition D&D Moldvay Basic D&D Mentzer Basic AD&D 2nd Edition D&D Rules Cyclopedia (Basic) The Classic Dungeons and Dragons Game (Basic) Dungeons & Dragons Adventure Game (Basic) The Dragon's Den (Basic) D&D 3 D&D 3.5 D&D 4 D&D 4 Essentials D&D 5 One D&D (D&D 5.5 or 5R)

So there are, by some counts, 15 different versions of D&D. Some are 100% compatible with each other, some less so. 

For my posts, I am likely to focus on Basic era D&D (1977-1999), Advanced Dungeons & Dragons (1977-1988), and D&D 5th edition (2014-2024).  Right now "One D&D" is not out yet. It is due near the end of the year, and by all accounts, it should be 100% backward compatible with D&D 5. We will see. 

Here are a couple of notes for people who don't know (or care) about the differences in these games.

Advanced Dungeons & Dragons 1st Edition is the edition made popular by Stranger Things and E.T. the Extra-Terristrial. It was the one popular in media in the 1980s, though there is some evidence that it was D&D Basic (edited by Frank Mentzer, aka "The Red Box") sold better.

Dungeons & Dragons 5th Edition is the edition made popular by Critical Role

I hope that this month I can help with some of the confusion and mystery and maybe, just maybe, make so new players out of you all.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.

In addition to doing the April A to Z challenge, I am also doing the Ulitmate Blog Challenge

Ultimate Blog Challenge

AND

I hope to have some good entries in the RPG Blog Carnival, hosted in April by Codex Anathema on Favorite Settings.

RPG Blog Carnival

Thursday, March 7, 2024

Reviews: Cities of the Forgotten Realms

 I am going a little out of order today with my Forgotten Realms reviews. I still have one (or two) 1st Edition products to review, but I wanted to cluster these three together—all three, not my originally planned two—since I am opting to add in a PDF when my original plan was only to review items on my shelf. So, I am breaking all my rules in one post. It does tie into the mini-city adventure I did with them this weekend.

Forgotten Realms City books

Given some recent movie announcements, I could not help but popping in my well-worn soundtrack to "The Crow."  Every city in the 90s was dark and rainy. 

I also want to state that NONE of these products were what I once thought they were and I often mixed them up.

FR1 Waterdeep and the North
FR1 Waterdeep and the North

Design and Development: Ed Greenwood, Product Coordination: Jeff Grubb, Editing: Karen S. Martin, Cover Art: Keith Parkinson, Interior Art: Chris Miller. Maps: Frey Graphics and David Sutherland, Heraldic Escutcheons: David E. Martin, Typography: Kim Janke, Keylining: Stephanie Tabat.

1987. PDF, Full-color covers, and maps. 78 pages.

I am basing this review on the PDF from DriveThruRPG only. If I can find a good copy (game store auction tomorrow night!) then I will grab it. And this is one where the boxed set would be nice to have.

This is the first proper Forgotten Realm reference, with the Moonshaes the second

You might have noticed that I listed everyone involved with this product above. The Realms, in this iteration, has become a joint effort. Yes, Ed Greenwood is the father to this brain child of the Realms. He has suitably impressed me here and in the pages of Dragon Magazine. Ed's position here is solid and secure. But if "it takes a village," it takes much more for a city like Waterdeep.  Even *I* know about Waterdeep, I still call myself a novice here.

This book introduces us to Waterdeep, the "City of Splendors", and the surrounding countryside of "The North."

It is a good introduction really, starting with Chapter 1: An Introduction to the North. The surrounding lands are detailed. While I knew of some of these, this put them into better relationship with each other. For me? I like having a map open to see where I am while reading. There are no maps of this area in this product. Not a huge deal, really, since they are with the Forgotten Realms boxed set. But a small one might have been nice, at least of the area in question. Thankfully there are also plenty of good maps for this area online.

Chapter 2: An Introduction to the City of Waterdeep, takes us to the City of Splendors. We get some history, some names of important people, and (most importantly to me right now) the city's legal code. 

Chapter 3: The City Wards divides the city up into various wards. As a Chicagoan, this makes a lot of sense, and I am sure to anyone that has ever lived in a good-sized city, it will as well. I will point that while this is all about Waterdeep there is an assumption here that you can use this information to also build your own cities. Each ward has a name (Castle Ward, Sea Ward...) and various locales are mentioned. Some are just a name and what they are ("The Blue Jack," Tavern) so it leaves a lot of room to expand on what you can do with own Waterdeep. There are over 280 named locations, not counting the sewers, here.  There is a lot of life here and almost none of it is detailed. YES, I mean this as a GOOD thing. I don't want the names and detailed back stories of every magistrate down to beggar orphan here. I want room to discover and grow. Give me enough and then back off. 

Chapter 4: Life in the City. (Yes...Despite listening to the Crow Soundtrack, this is the song going through my head as I type this. Any resemblance between my Sinéad and Kate St John of Dream Academy is purely coincidental, I am sure.) Everything that makes a city work. Religion, money, goods and services. This is the life blood of any city and Waterdeep is livelier than most. There are notes about spending the winter in Waterdeep as well. The Forgotten Realms always says the quiet part out loud, and this is a world full of adventurers. To paraphrase the old saying, "All roads lead to Waterdeep." And while you are there, behave yourself. There is even a section on the going out at night, manners and dress. Now I want all my characters to go out an buy some nice part clothes for an after-hours party.

Chapter 5: The Guild and Factions of the City covers exactly that. Ever since Fritz Leiber (and of course WAY before) and Fafhrd and the Gray Mouser, FRPG Cities have had thousands of thieves' guilds, merchant's guilds, secret guilds, and, in a Forgotten Realms trademark, Adventuring Guilds. The guilds of Waterdeep are listed in three columns and then detailed in the next 7-8 pages. Again, there is the tacit notion here that you can lift these and use them in your own Forgotten Realms city. This becomes more implicit in future products.

Chapter 6: Noble Families of Waterdeep gives us some names and crests, the most "Greyhawk" like chapter so far.  

Chapter 7: Selected Non-Player Characters of Waterdeep covers some notable NPCs in greater detail. It would not be a Forgotten Realms product without some notable NPCs.

Next are adventure hook chapters.

Chapter 8: Beginning a Campaign in Waterdeep covers exactly that. And there are some great ideas here too for such a short chapter. Though to be honest if you get to this chapter and don't already have ideas then this one won't help you.

Chapter 9: Adventures in Waterdeep is the one chapter I wanted to read the most. Chapters 1-7 are great and full of ideas, but I want to discover this city as an adventurer, not as a scholar. Back when I lived in Southern Illinois, right before I moved to Chicago, I had a map of the city on my wall. I would go over that map for hours on end just fascinated by it. When I moved to the near West Side (just a notch north of Little Italy and west of the Loop) I was surprised for how little that prepared me for all of it. The City is a living place. Chicago is. New York is. And so should Waterdeep.

There are seven "mini" adventures here. I ended up using none of them!

After this (what would have been the inside covers), there are maps of the major wards and a large piecemeal map of the city for the next 10 pages. Yes, I could print them out, but I am holding out for now.

This is not the final nor most authoritative word on Waterdeep by any stretch. It is a start though and a good one. 

The next two products should have probably swapped names. 

City System

by Ed Greenwood and Jeff Grubb, Editing: Karen Boomgarden, Typography: Betty Elmore, Cover Art: Larry Elmore, Keylining: Stephanie Tabat, Cartography: Dennis Kauth and Frey Graphics.

1988. PDF and Print on Demand. Full color covers and maps. 

Again this one takes a lot of work from a lot of people. This book follows quickly on the heels of FR1 Waterdeep and the North.  It was a boxed set, but for this review I am considering my PDF and Print on Demand versions from DriveThruRPG.

There is some repeated information in this set from the Waterdeep set. For example the entire legal code on Page 7 of this product is the same to the one in FR1 Waterdeep and the North starting on page 18. I am not 100% sure if I mind this though. I mean in truth back in 1988 this might have bothered me, but now? Well, I have the PDFs I could print them out and put them into a big binder called "Waterdeep" and organize how I see fit. I might do that in fact.

This book is more like a tourist directory to Waterdeep. The laws are discussed, the buildings are numbered and given a name. The BIG attraction to this set are the maps (which are printed here and given as a separate ZIP file.) Well, the Larry Elmore cover is striking as all hell to be honest. 

If you like random tables then this is your book. Lots of tables on encounters, goods, items gained from pick-pocketing, and more. 

Ignoring the use of this as an independent product it makes for a great addition to FR1 Waterdeep and the North. The two together would be a perfect product really.  Looking ahead to my other Forgotten Realms books I see I don't actually have a giant map of Waterdeep. Should I rectify this?  The maps in this product are gorgeous, and it would be worth my time, effort, and money to get them combined and professionally printed. Or burn through my printer ink to do it on my own and mount them to some cardboard with Scotch tape. Depends on how much I end up playing here. If I don't, it certainly will not be for lack of options!

FR8 Cities of Mystery

by Jean Rabe. Art Larry Elmore (cover), Dennis Kauth (buildings), Christopher T. Miller (interior art).  Editing Kim Mohan. Product Manager Bruce Heard. 

1989. Boxed Set and PDF. 64 page book, 2 large 25mm compatible maps, 4 6-page card stock buildings.

This is a fascinating product, and there is a lot going on here. I am reviewing my boxed set for this. There is a PDF and a softcover Print on Demand from DriveThruRPG as well. 

What do I love about it? Well, for starters, that Larry Elmore cover is one of my favorite covers of all time. Really. I love how if looks and while the old adage is true, this cover made want to buy this product. When my old DM and I talked about our "Urban Survival Guide," this was the cover we thought about. 

Also it came out in the liminal time between 1st Ed and 2nd Ed with a note on the cover that is was compatible with both. That is not entirely true. It is broad enough to be compatible with ANY fantasy RPG that has a city. There are almost no game stats here save for the adventures at the end. 

In truth this product should have been called "City System" since that is what it is. This not about Waterdeep except in the most broad of terms. 

The first part is a 64-page book that covers all sorts of details on building your city. This includes details like where it is (and how that changes the city), how big is it, taxes, defences, the government. Everything that was laid out for you in the Waterdeep and the North and City System sets are now up to you to figure out. 

There is also a section how make Characters work in a city based adventure. Honestly that would have been the gold right there. 

The rules are put to use in Sauter, City by the Sea, and there are five mini-adventures to help the DM and Players along. Honestly I want to run the Maltese Roc based on the name alone.

If that were all then yes, this would be a fine product. Not great, but added to the Waterdeep and the North and City System books it would make a great trilogy of playing in the city (sounds like a Stevie Wonder album). But that is not all there is. 

There are two large double-sided maps for 25mm scale minis and four packages of 6-page cardstock building to build.

Cities of Mystery set

Since it is a boxed set, I am also keeping duplicates of old Dragon magazine articles about cities in it. 

This is from 1989. D&D would not get this mini-focused for another 11 years. And it all still works with any edition you care to play with it.  I read that this was going to be the first of some similar products to expand the cities even further. But honestly I am not surprised that there were not more. This looks like an expensive thing to make. 

Sinéad encountering two desperate thieves
Sinéad encounters two desperate thieves

For the PDFs you would need to print out the maps and buildings to build them. I would glue them to some cardstock or print them on cardstock if your printer can do that. The advantage of the PDF and this system? As long as you can print, you can have as many of these buildings as you need.

Looking at All Three City Sets

FR1 Waterdeep and the North, City System, and FR8 Cities of Mystery are all great for that late 80s feel of the Forgotten Realms AD&D.

While each product is good individually and does what it sets out to do, one of the others points out its minimal shortcomings. Combined, they work fantastically together. So well, it makes me wonder whether I even need to leave the city! 

Regardless of what city in the Realms becomes my home base (I am still partial to Baldur's Gate, but Waterdeep might win me over) I have the tools and the means to expand on it all.

Ill Met in Waterdeep

So, for my first foray into Waterdeep, the characters were all arrested. No "we met in a bar." It is "we met in jail." Sinéad, Arnell, and Rhiannon meet up with Nida (I wanted her introduction to be memorable), Jaromir, and Argyle. Who are these characters? Well, Nida, I have talked about already. Argylle is my experiment on having a character from another world end up in the Forgotten Realms. In this case a Dwarf from Rockhome, aka Mystara and the D&D B/X set. In his world his class and race is Dwarf. Here he is now a Dwarf Fighter, but I started him off as a BX Dwarf. My oldest loved that since he is playing an alternate game with his groups using D&D Basic. 

Ill met in Waterdeep

Jaromir is my first real barbarian character ever. I will full admit I am playing him like I played Minsc in Baldur's Gate 3. In the video game Minsc is a Ranger, but I always gave him levels in Barbarian. Jaromir is my Minsc stand-in. Big, dumb, blonde, but a heart of fucking gold. He is so very different than anything I have ever played before. Well...he is Rashemi (like Minsc) and he is on his Dajemma. But he set out without a witch (I have no idea why yet; I only recently learned about Dajemma), so he has decided that Rhiannon MUST be his witch. Which gets him fighting with Arnell, who turns into a wolf. Nida is there picking pockets in the ensuing chaos (gotta use those tables!) and the lot of them get thrown into jail.

Since I am moving ahead in time with my reviews I also opted to use the revised AD&D 1st Ed sheets here. Except for Argyll's he has a Basic Sheet.

I wanted to get a bit further than that, but this is where I am now. I know that the characters are bailed out by a minor magistrate named Eldrith Dunslaughter, a rather pompous and unpleasant human with designs of his own. I also know the characters need to work together to find a minor stolen item called the "Stargazer's Compass," which he claims was stolen from his own collection. I have my doubts it was his. (note: no idea if this is related to the MTG item of the same name. No one here plays.)

Find the compass, and their debt to society is paid. Fail? Well, there is always community service. 

Hope to learn more soon!

If you like cities and the Waterdeep in particular I highly recommend checking out Oneiropolis, the new Patreon site from game designer Joseph D. Carriker.  He was the one who helped me bring Garnet to life in Blue Rose, and now he is taking his skills to a wider audience. Well worth checking out.

Thursday, January 18, 2024

Character Creation Challenge: Nida for Wasted Lands

 I want to get some more Forgotten Realms this month, and this has me thinking about my *other* native Forgotten Realms character, Lady Nida. But maybe before she was a "Lady."

When I did stats for Nida a while back for AD&D 2nd Ed, I wanted her to be a combination of the witches that I didn't play back then: a Witch of Hala and a Witch of Rashemen. To be a witch of Hala, though, you have to start out in a non-spell-casting class. Fine! I wanted her to start out as a rogue/thief beforehand anyway, so that works. I also knew that Nida, along with Sinéad, were going to be part of a party of characters.  Playing Sinéad, though, in Baldur's Gate 3 changed some of my ideas about her.  So now some of these ideas that don't work as well for Sinéad are going over to Nida. 

Nida Sheets

I want to focus on her Rogue/Thief/Renegade side for this build in Wasted Lands. She has some magic already, which might be the reason Sinéad joins up with her band of adventurers, and also why Sinéad has part of her hair shaved off and wears a lot of black leather; she is emulating the friend she met when she first left home.  Maybe I'll even use a "Quantum Cat" version of Johan as the party's cleric. It would be a different version of course, but maybe the same as my Baldur's Gate 3 run.  Note: I DO have a Baldur's Gate 3 version of Nida as well, but I want to try out something different for her in another run, maybe.

But for now, her job is to be a bad influence on Sinéad. 

Nida
Nida

Class: Renegade
Level: 4
Species: Human
Alignment: Twilight
Background: Sorcerous (Grew up in Rashemen)

Abilities
Strength: 11 (+0) 
Agility: 16 (+2) A
Toughness: 16 (+2) 
Intelligence: 17 (+2) N
Wits: 13 (+1) 
Persona: 18 (+3) N

Fate Points: 1d6
Defense Value: 5
Vitality: 23
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+2/+0
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base) +2
Spell Attack: +0
Saves: +3 vs Death effects (Renegade), +2 to Persona saves (Sorcerous background)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3), Perception, Vital Strike x3, Read Languages, Stealth Skills

Stealth Skills
Open Locks: 30%
Bypass Traps: 25%
Sleight of Hand: 35%
Sneak: 30%

Heroic/Divine Touchstones 
1st Level: Arcane Power: Detect Thoughts
2nd Level: Luck Benefit 1d6

Sorcerous Background
Bonus Arcane Power: Precognition

Heroic (Divine) Archetype: Magic

Gear
Dagger, Leather Armor, thieves tools

Wasted Lands Renegades as AD&D Thieves

Nida here is not "Lady Nida" yet, but she is a good thief. In fact, the Wasted Lands Renegade stacks up well to the AD&D thief. Now, if I were in a min/maxing mood, I could have given her Sage and used the divine touchstones to improve her thief's skills. But that didn't ring true to who I think this character is. While she grew up in Rashemen, she is not a sage. She doesn't have spells just yet, but she will stop being a thief soon and switch over to being a Sorceress or Witch.

I'll come back to both Nida and Sinéad and whatever other characters I come up with for my Forgotten Realms exploration.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Thursday, January 11, 2024

This Old Dragon: Issue #147

Dragon Magazine #147
I thought I should be getting back to these "This Old Dragons" to celebrate 50 years of Dungeons & Dragons. Since this year is all about D&D and various themes, I am pulling out my Dragons to review, but when I post them will be timed to coincide with other events. I am saving my various Sci-fi issues for May and so on. This month though is pure randomness.  Reaching into the box under my desk I pull out a particularly musty smelling artifact from the summer of 1989. AD&D 2nd Edition is on the market. I am working two jobs (Pizza Hut during the day and QMHP at a Mental Health facility at night) to pay for school. "Satisfied" by Richard Marx is the Number #1 song. Tim Burton's Batman still dominates our screens. And on the shelves for July, 1989 is issue #147 of This Old Dragon.

Our cover is from none other than Clyde Caldwell, wanting to do a good sorceress for a change. I really liked this cover. I wish the copy ow reviewing still had it.

Inside we are treated to an ad for "The New" Dungeon game. Looks like the old one with newer art. I have this one (I have all of them) and it is a nice big board and one of the larger boxes for Dungeon.  This one advertises the new classes of Dwarf and Cleric. 

A couple of ads for the WEG Star Wars game. 

This issue's theme is magic, so that will be fun. 

Letters cover the issues of the day including details on the revised Druid from a couple of issues back. Nice, but all moot now that AD&D 2nd Ed is out. 

In a similar vein Forum covers some rulings on Clerics. Things are actually made clearer in 2nd Ed.

Skip Williams is up in Sage Advice with advice on various magic items like rings, potions, rods, staves and wands.

Sorcerous Secrets is our theme this month. 

Getting Familiar


Patricia Nead Elrod is first with Getting Familiar, a guide on familiars.  It is a 2nd Ed focused article (good) and covers what has long been a very neglected part of any wizard's (or witch's) life; their familiar. While the focus is AD&D 2nd ed the material on the types of familiars (Cats, Crows, Hawks, Owls, Weasels, Ferrets, and Toads) can be, and should be, used in any edition. Very solid article and a good kick-off.

An old friend of the Other Side, Vince Garcia, is up next with Variety, the Spice of Magic. Ok Vince knows his magic lore, so lets see what he has for us. This one is a 1st Ed article, not surprising given the time period. This covers substituting spell components for wizards casting spells. A great article if you are like me and track spell components. Lots of alternates are given with various chances of spell change or failure. Worth reading for ideas alone on spell components. 

Gaze Into my Crystal Ball... covers, obviously enough, crystal balls from Krys Stromsted. Again this is an AD&D 1st ed article. I'll point these out as needed for this time of the Summer of 1989. A cleaner break was made between 2nd ed and 3rd ed ten years later.  This one covers durations, distances, and how spells work through a crystal ball. 

Spelling is Out by Douglas J. Behringer details writing out spells. Again AD&D 1st Ed focused. This includes the type of paper used to how the character writes the spell. 

Richard Hunt gives us not just one, but four different Wands of Wonder in WOW Your Players. Four different wands with random tables of effects. Likely could be used with any edition with some tweaking. 

And that is it for the special feature. Hmm. Kinda expected more. 

Miniatures are featured in the Through the Looking Glass regular feature from Robert Bigalow.  Some chariots pulled by lions, some V&V heroes and some impressive dragons.

Nice ad for AD&D 2nd Edition. Still the mock-up of the Monstrous Compendium, though it should be out in stores at the same time as this issue. 

Our "centerfold" is the Magus game by Robert J. Kuntz. The rules are here but the game board and pieces are missing. Too bad, it might have been fun to try.

The Gamers Guide of small ads is after that and not in the end. Ads for dice, computerized FRPG maps, and a couple of ads for getting your character drawn.

TSR Previews reads like a collector's wish list.  AD&D 2nd Ed books, the new Dungeon, the 1990 Forgotten Realms calendar. The Shadowdale novel. Dragonlance modules. Really fun stuff.

Ken Rolston reviews a bunch of magic-themed games in Role-Playing Reviews. This includes GURPS Magic, Ars Magica (the first one!), Talislanta, and magical offerings from the Forgotten Realms and Fantasy Hero.  This long review goes into each book into detail. Generally speaking Rolston likes each of these books and what they offer.

Brenda K. Ward gives us Lord of the Keep our short story for this issue. 

The Leser clan of Hartley, Patricia and Kirk offer up this month's The Role of Computers. They cover a lot of games for various computer systems. Commodores get the most of them with Amigas, and Commodore 64k and 128k machines. I always liked the Commodore 128k, I had a girlfriend at the time who had one and it was a fun little computer. These reviews are paired up with the Clue Corner feature to give out hints on various games. 

Nice ad for the SSI AD&D PC games. 

ad for the SSI AD&D PC games.

John C. Bunnell is up with the book reviews in The Role of Books. None titles jump out at me, but most of the authors do. There is a Vonda N. McIntyre one, Starfarers, that looks interesting.  A Mercedes Lackey horror novel, Burning Water that looks like a lot of fun, and one from an author I don't know, Tom Holt, called Who's Afraid of Beowulf? that also might a fun read. 

Convention Calendar gives us some of the cons that are happening the Summer of 1989. Surprising not listed is Gen Con.

Dragonmirth wraps up our issue. At the risk of sounding like an old fart, the ones from the early 80s seemed funnier. 

So an interesting issue with a lot of great material if you are into magic and wizard types. 



Character Creation Challenge: Sinéad Moonshadow for Wasted Lands

Moving out of my continuity to do something newer, but related today.  Sinéad Moonshadow is a D&D character. She began life as an AD&D 2nd Ed character from a previous Character Creation Challenge. I thought she might be some sort of witch/bard or wizard/bard mix from The Complete Wizard's Handbook.  In fact, I imagined situations where she might later run into such characters as Celene, Heather, or Raven. As the last couple of years moved on, I changed my mind about what I would do with her. Now, she is very much my eyes and voice to visit the Forgotten Realms, which I will do more of later this year. 

Sinéad's Character Sheets

And then Baldur's Gate 3 happened. Sinéad was my second full run-through (my fourth starting character or something). I really wanted to see how the Wild Magic Sorcerer worked in the game, and since I was using Sinéad, I also gave her levels of Bard. Honestly it was so great I have dropped the idea of her being a witch at all and instead going full wild Magic Sorcerer and Bard.  

Honestly, the distinction between a "wild magic Sorcerer" and "Natural witch" is largely an academic one. But I am the academic that gets to make those distinctions, and I am cool with it.

So, in my updated backstory, she is a half-elf girl growing up in the Moonshae Isles. She has bursts of magic that she can't control. Even in the magic-rich Realms, this is an oddity. When she accidentally burns down a barn during a bit of uncontrolled magic, she leaves her home.  That much I always had, but where did she go? Well, now I know. Baldur's Gate on the Sword Coast. I only know a little more than that because my Realms lore could be better. 

In many ways, Sinéad is the spiritual god-daughter to Heather, both half-elves, both bards. I might need to try out a Ranger/Bard under 5e or Baldur's Gate sometime in the future.

Sinéad Moonshadow
Sinéad Moonshadow

Class: Sorceress / Sage
Level: 12/8
Species: Half-elf
Alignment: Light 
Background: Sorcerous

Abilities
Strength: 12 (+0) 
Agility: 18 (+3) A
Toughness: 16 (+2) 
Intelligence: 16 (+2) N
Wits: 15 (+1) 
Persona: 17 (+2) N

Fate Points: 1d10
Defense Value: 3
Vitality: 87
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +6
Saves: +6 to Spells and Magical effects (Sorcerer & Elf)

Sorcerers Abilities
Arcana, Arcane Powers (4): Beguile, Detect Thoughts, Enhanced Senses, Shadow Walk

Sorceress Spells
First Level: Arcane Darts, Beast Speech, Prestidigitation, Sleep
Second Level: Eternal Flame, Invisibility, See Invisible, Unlock
Third Level: Concussive Blast, Dark Lightning, Dispel Magic, Remove Curse
Fourth Level: Control Temperature, Dimensional Travel, Renewal
Fifth Level: Passageway, Restore Life, Telekinesis
Sixth Level: Dispel Evil, Instant Death

Elf Abilities
Night Shifted

Sage Abilities
Languages (18), Lore, Suggestion, Mesmerize Others, Read Languages, Renegade skills at level 4

Sage Spells
First Level: Arcane Darts (yes, twice), Chill Ray, Gout of Flame
Second Level: Conjure Flame, Invoke Fear, Magic Locks
Third: Fly

Heroic/Divine Touchstones
1st Level: 
2nd Level: 

Heroic (Divine) Archetype: Magic

Gear
Longbow, shortsword, leather armor, Dog ("Scratch")

Wasted Lands as D&D 5th Ed / Baldur's Gate 3

Again I am impressed with the levels of customization here. I think this Sinéad fares well against her 5e and BG3 counterparts. I did not pick out any Heroic Touchstones for her, but I would do this to cover any Sorceress or Bard powers she is missing like her meta-magic and Bardic inspiration, though I might be able to get this with Beguile.

This is a really good version of her and really one I could see playing. I am going to obviously spend a lot more time with this character and even try her out in various other versions of D&D. But this one right now is my favorite.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Friday, January 5, 2024

Character Creation Challenge: Celene Werper for Wasted Lands

 You have followed the exploits of the Werper family, so you might be asking who this is. Celene Werper was/is a very interesting character for me. During play, Johan III got trapped in Ravenloft. Celene was his little sister. She was adopted by the group to come along in their search for Johann III (they did not know he was in Ravenloft). Celene was my first AD&D 2nd Edition character. She was also a test character for a number of things I was trying out.  She was one of my tests for a Healer Class, this time as a Priest of specific mythoi. She was also a pacifist, so I also tried to have her do non-lethal damage whenever I could. She was a healer, an exorcist of sorts later on, and to top everything off, I made her afraid of the dark. So she always had a light source on her, and yes, my DM rolled for extra wandering monsters.  But it was part of who she was.

From very, very humble beginnings game-wise, she would become a very important character. So important that the line of the Wepers now goes through her and not her brother. 

Celene Werper Character Sheets

Celene Werper

Class: Necromancer (Light)
Level: 10
Species: Human
Alignment: Light
Background: Scholar

Abilities
Strength: 16 (+1)
Agility: 12 (0) 
Toughness: 16 (+2) 
Intelligence: 14 (+2) N
Wits: 16 (+2) N
Persona: 18 (+3) A

Fate Points: 1d10
Defense Value: 3
Vitality: 76 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +2 (base) +1
Ranged Bonus: +2 (base)
Saves: +5 to Persona, +2 to Intelligence (Scholar background).

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from Dead x4, Summon the Dead, Vampiric Augmentation*, Suggestion x3, Command, Vampiric Touch*, Beguile Spirit, Call the Reaper.

Heroic Touchstones

1st Level: Cure Light Wounds
2nd Level: Light
3rd Level: Eternal Flame
4th Level: Conjure Flame 
5th Level: Cure Disease

Heroic (Divine) Archetype: Occult Scholar, Hunter of the Undead

Gear
Full plate armor, Holy symbol

Wasted Lands as AD&D 2nd Ed

AD&D Second Edition introduced some power creep in terms of some of the classes and kits. For that reason I am adding more DivineHeroic Touchstones. Also, I wanted to replicate her healer abilities a bit more. This also begs the question, Why isn't she a Theosophist?  In truth I wanted to try her out as a Light Necromancer. Some one who naturally sees dead people and spirits and wants to help move them on. Her "vampiric" powers work in reverse; she saps her own life strength to heal others. Much like the Star Trek Original Series episode, The Empath.

In AD&D, we did this with our Spell Points system. But in truth it was way overpowered. I would not come up with a good "spell point" system until Ghosts of Albion came along. Wasted Lands already does a much better job of this, but these powers give her a neat set of role-playing hooks as well. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Tuesday, September 19, 2023

Baldur's Gate: A Barbarian in Hell

 My son and I have been enjoying the new game, Baldur's Gate 3. He is much further along than I am and so is his D&D 5e group. One of his favorite characters is Karlach, the tiefling barbarian. I admit, she is great. Karlach is this 6ft+ tall tiefling warrior goddess who is also one of the funniest, most optimistic characters in the game. My son calls her a "cinnamon roll" because of how sweet and fluffy she is.

When your character is idle she will be humming to herself and dancing in place. She says things like "fuck! It is great to be alive!" and when she runs into combat she laughs. She calls everyone "soldier" and loves it when you stick up for the underdog, kids or find ways to keep the innocents alive. She has every right to be angry and bitter; instead, she is cheerful and optimistic. 

And sadly...she is also dying.

Spoilers ahead for the Baldur's Gate 3 video game.

A Barbarian in Hell

Karlach has an "infernal engine" for a heart. It works great in Hell, where she was fighting in the blood war, but on the Prime Material, it is burning her up from the inside. One of your quests is to find a way to keep her from burning up. You can, for a while (and it is worth the effort!) but in the end...well the Devil has their due. 

There are a lot of different endings for all the "origin" characters, but Karlach's was particularly bleak. Her happy ending was to be able to say she loved everyone before burning up, leaving only ash.

What did Larian Studios do about this when players started complaining about it? Simple they did what any good studio would do.  They pulled back in the voice actress, reshot Karlach's ending with all new material, and patched it to the game in a matter of DAYS.

You can see her new "happy" ending here.

Personally, I love the idea that she and Wyll go off together since their backstories are so intertwined. If I do another run-through of this game, I want to do it as Wyll with the purpose of seeing what I can do to save Karlach. Karlach would never do it for herself; that is not who she is.

BUT. Even with the "they lived happily ever-after in Hell" ending my son and his group are less than happy with it. So we were talking about it one night while playing BG3.

He wants an adventure for his party where they go to Hell to rescue both Karlach and Wyll.  He wanted to know if I had anything.  

I told him that was a silly question.

A Paladin in Hell

I mentioned the adventure A Paladin in Hell does this, and it has somewhat the same premise as the newer D&D 5 adventure (and Baldur's Gate 3 prequel) Descent into Avernus.

I told him to use the basic outline of APiH, use details from BG:DiA, and make it a mission to rescue Karlach and call it "A Barbarian in Hell." However, in my current run-through, Wyll has rejected his warlock powers to become a Paladin. So I guess it still works.  I half-jokingly have called this "No Sleep Till Avernus" with my son.

In this adventure, Karlach and Wyll are defending a piece of Elturel that has remained in Avernus (let's say it was the temple in A Paladin in Hell).  The characters in Baldur's Gate 3 are limited to 12th level. "Descent into Avernus" takes the characters from level 1 to 13. The AD&D 2nd Ed "A Paladin in Hell" is for characters 15-20 level. So then A Barbarian in Hell is for characters 13th level and above. 

Paladins in Hell

The motivation for most D&D adventures is glory and gold. The motivation for A Paladin in Hell is "the greater good."  For A Barbarian in Hell, the motivation is "Save our friends."  And that is a good motivation, really. 

Besides, if the roles were reversed, you know Karlach would have saved your ass a long time ago.

Thursday, June 29, 2023

This Old Dragon: Issue #261

Dragon #261
I have a few of my original Dragons left from my big box of old musty Dragons I acquired a few years back. I recently picked up a couple more collections in my desire to explore more of the 1990s and AD&D 2nd Edition.  The 90s were an interesting time for me. I began the 90s living in the dorms at my University working on my undergrad degrees and I ended the 90s married, a new baby, and working my first Ph.D. Quite a lot of difference. I also in that time "gave up on" D&D and moved to other games; something I can relate to again now.  But for right now let's focus on this issue #261 from July of 1999 of This Old Dragon.

Our cover is an amazing one from Fred Fields and his nod to Sandro Botticelli's "The Birth of Venus."  For this one, "The Birth of Night" Fields had his then-girlfriend (now wife) Sandy do the modeling.  I remember this from back then and I really liked then, still do. 

Dragons from this time period are very different than the ones I have done in the past. This Dragon (and many from the 3rd edition era when I picked it back up) was published by Wizards of the Coast, has a bunch of names I don't normally associate with Dragon (but with other RPG products), and the format has all sorts of changes. All in all, this is going to be just as much as an adventure as ones from the 1970s or early 1980s.

One new thing. Lots and lots of websites! Sadly many are no longer active. 

We get a big ad for the Planescape Torment video game. 

The Wyrm's Turn is the Editorial section that discusses this issue's theme, The Dark. Dave Gross is the editor at this time. 

Fun ad for the 25th Anniversary tour. We are reminded throughout that this is the 25th Anniversary of D&D. We are nearly at 50 now. 

Sage Advice is still here and Skip Williams offers a lot of advice about various AD&D 2nd Ed rule questions.  I half expected to see this one phased out, but there was still a need for it and not everyone was on the Internet just yet (but close). I do have to point out that Sage Advice is still by postal mail. No email address yet. I am sure this will change sometime in the next few months.

The letters section is now D-Mail. They DO have an email address you can use along with the standard postal one. It might even still be active. Just to be 100% clear, I am not sure when a lot of these changes happened, I had what we called "Grad School Guilt." That is where if you read anything not directly related to your subject matter caused a lot of guilt. So I was not reading Dragon all that much from like 1992 on until the 2000s. Oh. The letters. Right. So in something else of a red letter day for me, I recognize one the names of someone that sent in a letter! So Joe Kushner, I hope you got your answer! Later on in the same feature, I see another name I recognize from online interaction.  D-Mail is long, longer than the letters section used to be.

The general consensus in D-Mail is that Dragon Magazine has improved with Wizard's purchase of TSR. While of course they are going to publish that, and yes there is plenty of evidence to support this claim, I would personally pick the magazine back up in subscription about a year or so from this issue.

Nodwick appears as a comic strip on page 13. An order form for back issues of Dragon with issue #70 as the earliest one you can still get. $8.00 and it can be yours. This is about to get less attractive as we will see later in this issue.

Ray Winninger is up with the Dungeoncraft column. This covers building something for your game. This one starts with the notion of building up the PC's base of operations. He covers some rumors and other background building of the area and ends with a map of the tree base. Rather interesting really and set up to be easily added to anyone campaign or game. In fact I am not seeing anything here that could not be used in an OSR game or a 5e game. 

Dungeoncraft Dragon #261

George Vrbanic is next with the PC Portraits feature. This time 14 pictures of Dwarves. An ad for Baldur's Gate follows.

We get to our themed featured articles now.  Up first, Wizards of Dusk & Gloom by Tony Nixon. This covers some options for the AD&D Player's Options books. I actively disliked the Skills & Powers books. That being said these options and kits are pretty cool and add a lot of flavor to the wizard class. There are three options here, the Shadow Caller, the Shadow Seeker, and the Shadow Hunter. There might some 3e equivalent prestige classes out there or some 5e subclasses. There are also three "Books of Shadows" which gives us 17 new shadow-based spells. From what I can tell these spells did make it to the giant Spell Compendiums released by Wizards.

Dragon #261 Ads
An interesting set of ads. A single page with a bunch of companies and their web addresses. Among them are Guardians of Order (with a Sailor Moon book), Eden Studios (featuring the Abduction Card game), and RPGnet.  

By Any Other Name covers Dwarven Names from Owen K.C. Stephens. A fun little set of tables to build a new dwarf name. 

Objet d' Art is from Dawn Ibach and details the types of treasure you can find in a hoard. Very detailed and quite extensive really. Also can be used in any edition of the game.

Our fiction section is from J. Gregory Keyes, The Fallen God

Me and My Shadow continues our Shadow and Dark feature.  This article is by Spike Y. Jones. This covers a number of shadow-centric magic items.  This flows into the next article Conjuring in the Dark. This covers 13 new shadow-based spells. 

Johnathan M. Richards is next with an Ecology of... article, this time Ecology of the Dark Naga. The article seems longer that the previous Ecology articles. While it seems more detailed than the previous ones from the Golden Age, but lacking some of the charm of the old Ed Greenwood ones. Though this one is good, just not sure if the fiction elements live up to the rest of the article. Call me weird, but my preferred Ecology of articles always treated their subject as some sort of scholarly discussion. 

Ecology of the Dark Naga

Peter Whitley gives us something that will be something more and more common; AD&D monsters from a computer game. This time some monster from Myth: The Fallen Lords. There are four new monsters in AD&D Monstrous Compendium format.

John Kovalic is up with Dork Tower

A Little Bit of Magic from Lloyd Brown III covers how to measure out magic items in a campaign to keep it from going too Monty Haul.  Examples include magic items with Noncombat Effects, Intermittent Effects, Self-Destructive, Limited Time periods, and items with charges. Advice is given to avoid armor and weapons with pluses to all things.  So a sword +1 is great but it means you will need bigger and better (and more magical) ones later. A sword that just +1 vs say undead keeps the players excited for any magical sword. Or armor that is magically light, but doesn't provide any better protection than normal armor of the same sort. While it was far to late in the game for me at this point, this would have been good advice for me to revisit later on in the 3e and 5e days.

In something that seems really familiar, some Marvel characters. Though this time the Marvel SAGA system (if I am remembering correctly). This time we get Dark Phoenix (Jean Grey) and Phoenix (Rachel Summers) writeups from Jeff "Zippy" Quick and Steve Miller.

Role Models gives us some Alternity alien minis. 

The Convention Calendar gives us the best conventions for the Summer of 1999. A couple of things to note for me. There is a Capitol Con XV at the Prairie Capitol Convention Center in Springfield, IL. That not only was not very far from where I grew up, it was new when I still lived there! I don't think I ever knew about it. Despite it being listed in Dragons before. I can't find any more details on it. Interestingly enough there are listings for August, but Gen Con is not one of them. 

The Ares section is back, this time with Alternity branding. Stephen Kenson (of Green Ronin fame) is up with The Twilight Jungle. This not only continues the magazine's main theme, but the aliens here look very much like something you could find on Pandora from Avatar, only 10 years before the movie came out. The article is fun but highlights the fact that I always wanted to try out Alternity. Something about it just always grabbed me and I just never got the chance to play it or even read it much.  Maybe one day I'll get back to it. 

Dragon Mirth has our comics of the month, plus a sort of find a word puzzle that looks fun. There is a Love Canal joke that I am not sure many would get these days. 

Knights of the Dinner Table has a two-page spread. 

TSR Previews (yes it is still called that) gives us new products for the next couple of months. A few books listed still have their concept covers. Of note are the Forgotten Realms interactive atlas (which I never owned) and the Dragon Magazine CD-ROM which I grabbed the moment I could from my FLGS, which was now for me actually local (and the same one I still use today). A few novels including two I would later read; Ru Emerson's "Against the Giants" (which I only sorta liked) and Ed Greenwood's "Silverfall: Stories of the Seven Sisters" (which I enjoyed more than I thought I would).

TSR News lets us know that the 25th Anniversary Edition boxed set will be released in August. Better grab one of these while you can, the after-market prices are going to crazy! In other news, Gary Gygax will be at Gen Con in August, running games, holding seminars and signing copies of the 25th Anniversary boxed set. 

Finally in Profiles, Steve Kenson gives us some background on cover artist Fred Fields.

So really a good issue. I had a lot of apprehension about approaching this era of Dragon/TSR. I can recall sitting on my couch reading one of the first WotC-produced TSR Ravenloft books and thinking maybe the company and game I had enjoyed for so long but was feeling quite apathetic too was turning around. This issue of Dragon redoubles that. There is a sense of optimism for the future of the game that I had not personally experienced in the late 90s and did really feel until the 3rd Edition Era.  Wizard of the Coast did save D&D and the proof is in these pages.

While many will debate the various "ages" of the game; when was the Golden Age, when did the "Silver Age" begin and what was the time post-Gygax and pre-WotC? One thing for certain for me is that the time between say 1994 and 1999 is a big mystery to me that I did not get to investigate in any detail until I got my Dragon Magazine CD-ROM. Even that only took me to Issue #250.

Dragons in print and pdf

For this new exploration of Dragons, I am setting my "end date" as Issue #275. It's a nice number, it takes us just inside the changes for 3e and it was just before I resumed my subscription.  I guess by that logic I am setting my "starting" Issue at #151 or so. I have already done some past that. 

Personally, I think these "newer" Dragons will be every bit as interesting to me as the ones from the late 70s and early 80s.