Showing posts with label This Old Dragon. Show all posts
Showing posts with label This Old Dragon. Show all posts

Wednesday, September 30, 2020

This Old Dragon: Retrospective, Pages from the Mages

Another This Old Dragon Retrospective today. Today I want to cover one of my favorite series in the run of Dragon, and one that had far fewer entries than I thought, Pages from the Mages. Again this series is by Ed Greenwood writing to us as Elminster. It's a wonder I wasn't a fan of the Realms until pretty much 2001.


The premise is laid out in the first installment, Elminster (or Ed, sometimes it is hard to say) wondering aloud why we don't find more unique spell-books in treasure hordes. He goes on to explain that such tomes are very rare.  The set up is solid and less in-universe than The Wizard's Three.  But like The Wizard's Three, this is used to give us some new spells and some magic tomes worthy to build an adventure around.  So let's join Ed and Elminster and pour through these pages of a nearly as legendary tome, Dragon Magazine, and see what treasures we can find.

Pages from the Mages

Our first entry is in Dragon #62 which has one of my all-time favorite covers; the paladin on horseback challenging three orcs.   This takes us all the way back to June 1982, the height of my D&D Basic/Expert days.  The magic books we discover here are:

    Mhzentul’s Runes, with details for making a Ring of Spell Storing. Rings that become guardian creatures (but no details) and the spells Fireball, Fire Shield, Fire Trap, and Delayed Blast Fire Ball.

    Nchaser’s Eiyromancia, this book gives us two new spells, Nulathoe’s Ninemen and Nchaser’s Glowing Globe.

    Book of the Silver Talon, this sought after tome has a number of good spells, Read Magic, Burning Hands, Comprehend Languages, Detect Magic, Erase, Write, Identify, Message, Shocking Grasp, Shield, Darkness 15’ Radius, Detect Invisibility, Knock, Ray of Enfeeblement, Web, Wizard Lock, Blink, Dispel Magic, Gust of Wind, Infravision, Phantasmal Force, and Protection From Normal Missiles.  Additionally, it has recipes for the ink for Read Magic, Buring Hands, Comprehend Languages, Detect Magic, Erase, Write, Identify, Message, Shocking Grasp, and Shield.  All in-universe and fluff, but fun all the same AND an often overlooked aspect of magic.

    Chambeeleon, the unique spellbook is described as a treasure.  In contains the spells, Water Breathing, Fly, Lightning Bolt, Fire Shield (cold flame version only), Ice Storm, Airy Water, Cone of Cold, Conjure Elemental (new version), Disintegrate, Glassee, Part Water, Spiritwrack, Cacodemon, Drawmij’s Instant Summons, Reverse Gravity, and Vanish. Which leads to the obvious conclusion that Drawmij was also moving between the planes between Greyhawk and the Realms.  This book is also considered to be a religious text by many priesthoods of aquatic gods.
 
In each case, we also get a little history and the last known or suspected whereabouts of the tomes. I say tomes, but thankfully Ed was not so limited in his thinking.  Some are books, some are collections of pages and others are stranger still.  I find it interesting that this entry is followed by the classic NPC class, the Scribe, also by Ed.

More Pages from the Mages

Our next entry comes from Dragon #69 which I also covered as part of my This Old Dragon Issue #69. Again a fantastic cover from the legendary Clyde Caldwell.  The article is titled "More Pages from the Mages" and has art by Jim Holloway. Interestingly there is a book in the art named "Holloway's Guide to Everything" could that be the next 5e book to come out?  The actual books covered here are:

    The Magister, this particular tome has no title so it is just called "the Magister". It consists of 16 sheets of parchment between two ivory covers.  It includes a treatise on illusion magic and the spells Change Self, Color Spray, Phantasmal Force, Detect Illusion, Mirror Image, Dispel Illusion, Nondetection, Massmorph, Shadow Door, Programmed Illusion, and True Sight.  There is also an alternate version of the Clone spell. There is also a lot of debate on what is exactly on the last page. 

    Seven Fingers (The Life of Thorstag), this tome is bound in leather. It describes the Void Card from the Deck of Many things. How wonderfully random! Yet so on point for an academically minded wizard.  There is also a recipe for Keoghtom’s Ointment, which may or may not be correct.  There is also some local history. 

    The Nathlum, is a rather non-descript book.  But there is some saying about books and covers.  This one will cause damage to anyone of Good alignment holding it! It includes recipes for poisons, so not all these books are limited to spells.  Something that honestly is not stressed enough. 

    The Workbook, there is no accurate description of this tome.  So Elminster isn't all-knowing (ok to be fair, Elminster and Ed would be the first to point this out).  This is rumored to include the spells Spendelarde’s Chaser, Caligarde’s Claw, Tulrun’s Tracer, Tasirin’s Haunted Sleep, Laeral’s Dancing Dweomer, Archveult’s Skybolt, and Dismind. All are new.

As I mentioned in my original post, back in the day I would go right for the spells, today I am more interested in the story behind the spellbooks.  Maybe the spells inside are some I have already seen, but that is not what makes it valuable to me now. It's the story, the history, maybe there is something really special about this book. Maybe the spellcaster is still alive. Maybe his/her enemies are and want this book.  My cup runneth over with ideas.

Pages From the Mages III

We jump to December 1984 and Dragon #92.  Damn. Another classic cover. This time it is "Bridge of Sorrows" by Denis Beauvais and he has updated it on his website.  what a great time to be a classic D&D fan.  This one is very special for me for many reasons. First, this was the very first PftM I had ever read. I didn't know a damn thing about the Realms (and I only know slightly more now) but as I mentioned in my This Old Dragon Issue #92 I remember going on a quest to recover Aubayreer's Workbook having only the glyph as a clue.  I don't remember all the details save that the quest was dangerous and the spells in the book were a bit anti-climatic given the quest.  Not that the spells are bad (hardly!) it is the quest was that hard.

This is also, at least from what I can tell, our very first mention of The Simbul, "the shapeshifting Mage-Queen".  I guess she is looking for a copy of this book too! I think I see a plot hook for my next Realms game (and playing on the events in The Simbul's gift).  MAYBE that quest was only half of the tale! Maybe the other half was really to get this book to The Simbul.  I am only 30+ years late.   Thank you Ed!  Of course, that is only one of FOUR magic books.  Let's have a look.

    Aubayreer's Workbook, this "book" is a long strip of bark folded accordion-style between two pieces of wood with a rune carved on it.  The spells are read magic, burning hands, dancing lights, enlarge, identify, light, message, write, ESP, wizard lock, dispel magic, explosive runes, fireball, and extension I. There three special spells  hailcone (a version of ice storm), and two new spells, Aubayreer's phase trap and thunderlance.

    Orjalun's Arbatel, not to be overshadowed this book's pages are beaten and polished mithril! Lots of Realms-centric details here. In fact this might be where many of these topics saw print for the very first time. This one includes two new spells Encrypt and Secure.

    The Scalamagdrion, bound in the hide of some unknown creature this book has a little surprise. The spells included are (and in this order): Write, erase, tongues, message, unseen servant, wizard lock, identify, enchant an item, permanency, blink, disintegration, feeblemind, fly, death spell, flame arrow, delayed blast fireball, invisibility, levitate, conjure elemental, minor globe of invulnerability, wall of force, remove curse, and dispel magic.  The book also has a unique monster bound up in the pages that will protect the book! 

    The Tome of the Covenant, named for the group of four mages that gathered together to stop the onslaught of orc from the north.  What this entry makes obvious is exactly how much detail Ed had already put into the Realms. There are four new spells in this book, named for each one of the Covenant wizards. Grimwald's Greymantle, Agannazar's Scorcher, Illykur's Mantle, and the one that REALLY pissed me off, Presper's Moonbow.  It pissed me off because I had written a Moonbow spell myself. Only mine was clerical and it was a spell given by Artemis/Diana to her clerics. My DM at the time told me it was too powerful at 5th level and here comes Ed with a similar spell, similarly named and his was 4th level!  Back then it was known as "Luna's Moonbow" named after one of my earliest characters. Ah well.  Great minds I guess.

Pages from the Mages IV

We jump ahead to Dragon #97from May 1985.  I also covered this one in This Old Dragon Issue #97. Rereading this article years later is the one where I thought I should stop being such a spoiled Greyhawk twat and see what the Realms had to offer.  It would still be a long time before I'd actually do that.  This one also had a bit of a feel of the Wizard's Three to it. The books covered here were:

    Bowgentle's Book, a slim volume bound in black leather. It has a ton of spells in it, so many I wonder how "slim" it actually was.  Cantrips clean, dry, and bluelight, and the spells affect normal fires, hold portal, identify mending, push, read magic, sleep, continual light, darkness 15' radius, detect evil, detect invisibility, ESP forget, knock, levitate, locate object, magic mouth, rope trick, strength, wizard lock, blink, dispel magic, fireball, fly, hold person, infravision, Leomund's Tiny Hut, lightning bolt, protection from evil 10' radius, protection from normal missiles, slow, tongues, water breathing, charm monster, confusion, dimension door, enchanted weapon, fire shield (both versions), minor globe of invulnerability, polymorph other, polymorph self, remove curse, wizard eye, Bigby's Interposing Hand, cone of cold, hold monster, passwall, and wall of force.  The two new spells are dispel silence and Bowgengle's Fleeting Journey. 

    The Spellbook of Daimos, this one has no title on the cover and described as very fine. Very little is known about who or what "Daimos" is.  The spells included are, identify, magic missile, invisibility, levitate, web, fireball, monster summoning I (a variant), slow, suggestion, confusion, fear, fire trap, polymorph self animate dead, cloudkill, feeblemind, anti-magic shell, disintegrate, geas, globe of invulnerability, reincarnation, repulsion, Bigby's Grasping Hand, duo-dimension, power word stun, vanish, incendiary cloud, mind blank, astral spell, gate, and imprisonment.   The new spells are flame shroud, watchware, and great shout.

    Book of Num "the Mad", this one is interesting. It is loose pages held in place by two pieces of wood and a cord.  Num was a reclusive hermit who learned a bit of druidic lore.  There are a few more spells here. But what is more interesting are the new ones. Briartangle, Thorn spray, and Death chariot.

    Briel's Book of Shadows. Ok, the title has my attention. Though it has little to do with the Books of Shadows I am most often familiar with.  This one has the following new spell, Scatterspray. It does have some details on uses of Unicorn horns and a recipe for a Homonculous.

These books really upped the number of spells included in each book.  Was this intentional? Is this the "Power creep" that was starting to enter the game at this point? It was 1985 and this was not an uncommon question to ask with the Unearthed Arcana now out (and now these spellbooks all have cantrips!) and classes like the Barbarian and Cavalier making people say "D&D is broken!"  The more things change I guess...

Pages from the Mages V

Dragon #100 from august 1985 was a great issue all around. From the Gord story, to Dragon Chess, to this. I really need to give it a proper This Old Dragon one day.  But until then Ed is back with some more magic.  
    Sabirine's Specular, the first book from a wizardess. It has a good collection of standard spells.  The new spells are Spell Engine, Catfeet, Snatch, Spark (Cantrip), Bladethirst, and Merald's Murderous Mist.
    Glanvyl's Workbook, what is neat about this book is it appears to be the book of a lesser magic-user and these are his notes. So like the workbook a student might have in a writing class.  There are three new cantrips, Horn, Listen, and Scorch. One new spell, Smoke ghost, which is level 4 so he had to be at least high enough level for that.  and the preparations for inks for the Haste and Lightning Bolt spell.
    The Red Book of War, this is a prayer book for clerics of the war god Tempus.  I liked seeing that spells for clerics were also offered.  These of course would differ from the arcane counterparts in many ways, or, at least they should.  Ed makes the effort here to show they do differ and that is nice. Many often forget this.  There are a number of prayers here that are common.  Also the new prayers/spells are Holy Flail, Reveal, Bladebless, and Sacred Link, one I enjoyed using back then.  None of these spells though would late make it to the AD&D 2nd published version of Pages from the Mages.
    The Alcaister, this is a book with a curse. Not the spell, but rather a poison worked into the pages that is still potent 600 years after it was written. Among the common spells it has three new cantrips, Cut, Gallop, and Sting. There is one new spell, Body Sympathy, and the last page of the spellbook is a gate! Destination determined at random.

Arcane Lore. Pages From the Mages, part VI

It is going to be a five-year jump and new edition until the next Pages comes in Dragon #164. The article has some subtle and overt changes. First there is a little more of the "in character" Elminster here.  Ed has had more time to write as the Elminster and I think this is part of the success of the novels. The overt change is now the spells are in AD&D 2nd Edition format.  Not too difficult to convert back (or even to any other edition) but it is noticed. It is December 1990, lets see what Ed and Elminster have for us. 
    Book of Shangalar the Black, a deeply paranoid wizard from 700 years ago you say?  I am sure this will be fun! There are only new spells in this short (4 page) spellbook. Bone Javelin, Negative Plane Protection, Repel Undead, and Bone Blade.  Well, the guy had a theme to be sure.
    The Glandar's Grimoire, now here is something else that is rarely done, at least in print.  This book is only a burnt remnant.  What is left of what is believed to be a much larger tome is four pages with new spells. Fellblade, Melisander's Harp, Disruption, and Immunity to Undeath.
    The Tome of the Wyvernwater Circle, this is a druids prayer book.  Now I know D&D druids are not historical druids that did not write anything down. So a "Druid book" still sounds odd to me.  But hey when in the Realms! This book has a few common spells and some new ones; Wailing Wind, Touchsickle, Flame Shield, and Mold Touch.
    The Hand of Helm, another clerical prayer book. This one is of unknown origin. It has 27 pages (and thus 27 spells; one spell per page in 2e), four of which are new;  Exaltation, Forceward, Mace of Odo, and Seeking Sword.

Is it because I know TSR had gone through some very radical changes between 1985 and 1990 that I think the tone of this article is different than the one in #100?  I can say that one thing for certain is that Ed Greenwood is more of a master of his craft here.  The history of the Realms is, for lack of a better word, thicker in these entries.  There is more background to the spellbooks and their place in Realms lore.  This is a positive thing in my mind in terms of writing.  It did make it hard to add them to my Greyhawk campaign, but by 1990 I was hard-core Ravenloft; shit just randomly popped out of the Mists all the time. If I needed one of these books I could make an excuse to get them there.



Pages From the Mages

It is now May 1992.  I am getting ready to graduate from University now and Dragon #181 is giving us our last Pages from the Mages.  It has been a fun trip.  A little bit of framing dialogue starts us off. I did notice we have gone from talking about "the Realms" to now saying "FORGOTTEN REALMS® setting" instead. 

    Galadaster's Orizon. This book is actually considered to be a "lesser work" in the eyes of the wizard-turned-lich Galadaster, but this is all that survived of his tower's destruction. Among the common spells there are three new ones. Firestaff, Geirdorn's Grappling Grasp, and Morgannaver's Sting.
    Arcanabula of Jume, another book from a wizardess (rare in this collection of books). This one is written in the secret language of Illusionists (which are, as a class, slightly different in 2nd Ed) and is a traveling spellbook. It has four new spells, Dark Mirror, Shadow Hand, Prismatic Eye, and Shadow Gauntlet.
    Laeral's Libram. I was just about to comment that while these books are fantastic, none of the names have the recognition factor of say a Tenser, Bigby, or even Melf.  Then along last comes Laeral. Now here is someone famous enough that I have box of her dice sitting next me! Laeral Silverhand is of course one of the famous Seven Sisters. So not just a name, but a Name. This spellbook has the common spells of feather fall, magic missile, spider climb, and forcewave.  As well as the new spells of Laeral's Aqueous Column, Jhanifer's Deliquescence, and Blackstaff.  The blackstaff spell was created by another Name, Khelben Arunsun.  This one would be worthy of a quest to be sure.
    Tasso's Arcanabula.  Our last spellbook comes from an illusionist named Tasso.  Tasso is almost a  "Name." I recognize it, but I am not sure if it was because of this article or some other Realms book I read. The spell book has what I consider to be the common illusionist spells and four new ones. Tasso's Shriek, Shadow Bolt, Shadow Skeleton, and Prismatic Blade.  That's where I have heard of him. I have used that Prismatic Blade spell before,

After this series, the Wizard's Three took over as our source of spells from Ed.

I have read that Ed created this series based on his love of some of the named spells in the AD&D Player's Handbook.  He wanted to know more about the characters and how they came to be associated with those spells.  I think that he showed his love here in this series. I also think it was made clear that sometimes the spell creator's name gets added to a spell not just by the creator, but by those who chronicle the spell, spellbook, or spellcaster later. Sometimes centuries later. 

We got away from this but now it looks like it is coming back. especially with the recent Mordenkainen, Xanathur, and now Tasha books coming out from WotC.

Thursday, September 10, 2020

This Old Dragon: Retrospective, The Wizards Three

Getting back into the "This Old Dragon" frame of mind. I thought I might try something new here and instead of looking at one issue, I would look at one feature across many issues. A few easily come to mind but I want to start with the one that gave me the idea in the first place. The feature in question is "The Wizards Three."

The concept is a bit silly. The great sage and mage Elminster has guests over to his place for dinner and light chat. The guests are typically other wizards. Most often Mordenkainen of Oerth (World of Greyhawk) and Dalamar of Krynn (Dragonlance). Later Dalamar was replaced by Mordenkainen's, young apprentice Rautheene. Hiding in a suit of armor and trying to remember it wall was out helpless scribe Ed Greenwood.

Like so many, Dragon was my first introduction to the Realms and to Elminster. Throughout my AD&D 1 and 2 years, I was focused largely on Greyhawk and then Ravenloft. I didn't even pay much attention to the Realms at all until later in the 3.x days and it was not even an option I took seriously until 4e.


Even so, I always enjoyed this series because I love the idea of the multiverse and that travel between the world can sometimes be done. Sometimes it is easy, as this series shows, and sometimes impossible; as this series also shows.

So without further ado. Let's grab a drinking jack, see if we can squeeze into Ed's old armor and spend a nice evening, or a dozen, with some old friends.

"The Game Wizards" by Jeff Grubb, Dragon #153
This one is not really part of the series, but it fits the mold well enough to be a proto-version of the tale. In this case, Elminster has come to our world and is imparting wisdom on Jeff Grubb.

"Magic In the Evening", Dragon #185 (56), September 1992
This is the first piece of the series before it was the Wizards Three. Here Elminster and Mordenkainen meet on Earth (with Ed hiding away). A lot of the conceits of the series are established here. Elminster with his typically archaic speaking. Mordenkainen always feeling like he is about an hour or two away from some cosmic victory or equally cosmic defeat. Some good-natured fun poked at each character, plenty, but never enough to make them actual caricatures. I did sometimes wonder how Gary, who had been long gone from TSR at this time, felt about Ed's portrayal of Mordenkainen.
I did enjoy how the characters did seem rather fond of each other. Maybe not friends exactly, but certainly more than co-professionals.
Also, the rules of their meetings are established. So this is the first meeting of this sort between the master mages.
One thing I get now, that I didn't then, was how Realms and Oerth lore was weaved into the conversations. Nice little treat that must have been for people reading all the novels at the time. The spells that were later presented we also worked into the discussions.

In the game mechanics bit at the end Ed let's know what discussions were connected with which novels and which adventures. I usually more up on the adventures than the novels.

This episode included the spells "Curse of the Grinning Skull", "Thundaerl's Universal Taster", "Lesser Spelldream", "Greater Spelldream", and "Moonweb". Anytime I could get more spells the better. I figure these spells have been out for a bit so no need to detail them all here.

This one also included Samader's Ring and the Alhoon creature, or the Illithid Lich.

"The Wizards Three", Dragon #188 (26), December 1992
This one is a proper Wizards Three since it now includes Dalamar the Dark. The Master of the Black Robes Tower of High Sorcery in Krynn. Elminster's power was unknown to me, and Mordenkainen was always a guess I safely put them both in the "above level 20" area. I knew Dalamar was below level 20 thanks to the hardcover Dragonlance book.


Moving on to the tale, tragedy has struck Mordenkainen, of which I had been vaguely aware of thanks to the Greyhawk books that had been coming out in the end of 1st ed and the start of 2nd ed. Most of the Circle of Eight had fallen to the hand of Vecna leaving only Mordenkainen himself. I know it was a tale, with characters that were not real, but I was always happy with the exchange between Elminster and Mordenkainen here. It seemed, well, heartfelt. This is contrasted well with the near come to magical blows that Dalamar gets into with the other mages when he is introduced. If Elminster and Mordenkainen are beginning to act like something akin to friends, the Dalamar has a long way to go before even trust is part of the relationship. But at least he agrees to stay for dinner.

The inclusion of Dalamar changes the tenor of the meetings and the nature of some of the spells.

Our spells include "Blastbones", "Double Spell", "Whip of Pain", and "Manshoon’s Xorn Talons."
Magic items include a "Ring of ESP", "Cloak of Healing", and a "Fleeting Fail." And some undead monsters.

"3 Wizards Too Many", Dragon #196 (82), August 1993
Dalamar relaxes enough to have some fun with Mordenkainen and he gives as good as he gets now. It is easy to forget that on Krynn, Dalamar is the big badass evil mage. I just never read him as really being evil I guess. Not in the Dragonlance stories and not here either. Selfish, sure, but not really evil. I am sure I just missed some of his darker exploits.

The spells include "Bloodglass", "Fistandantilus's Firequench", "Thultaun's Thrust", "Barrier Reaver" and "Dragon Breath". Magic items include "Helping Hands" and "Spell Mirror".

"The Wizards Three", Dragon #200 (20), December 1993
I recall this one quite well. The Dragon magazine had the then way cool hologram cover, and this Wizards Three features the Simbul. This entire exchange with the Three Wizards and A Witch Lady was reproduced in the Forgotten Realms book "Pages from the Mages". I liked this one, even if Dalamar did go back to acting like a petulant child. But I can overlook all that. This was not the first time I had ever heard of The Simbul, but it was the first time I had read about the character and really grew to like her. Here are the three greatest mages of three worlds and they all pay deference to HER.


I mean look. Mordenkainen is bowing to her. That's impressive.

This one has the most spells, which includes "Shadow Bolt", "Slowspell", "Acid Bolt", "Mordenkainen's Involuntary Wizardry", "Bonebind", "Bloodstars", "Lightning Storm", "Alamanther's Return", and "Tempestcone".

I didn't spend a lot of pixels on it, but this might be my favorite of the lot.

"The Wizards Three", Dragon #211 (82), November 1994
Now we are getting into ones a little less familiar to me. Some I read when they came out, but only briefly, others I did not encounter at all until I bought the Dragon Magazine CD-ROM Archive.

This installment finds Elminster with a burning tongue from chili and a Mordenkainen in a jovial mood. So much so he even pranks Dalamar. See I find this totally in-character for Mordenkainen, knowing what I know of Gary. Though I don't pretend to be an expert on either Mordenkainen or Gary. The three share reminiscences of "Nights of Shadows" past, or essentially Halloween. The text seems to suggest that Dalamar is a Drow, but he isn't, he is a "Dark elf" which is something very different on Krynn.
Their spell trades have moved now into subtle contests of who can impress the others more. It seems less about power and more about the story behind the spell; a bit I really liked. Who cares how powerful a spell is, how interesting is it? Though there is less sharing of the stories behind each spell.
This is the shortest one to date, but it has a lot of spells.
For those interested, Elminster contributed "Falling Wall", "Jonstal's Double Wizardry", and "Jonstal's Improved Double Wizardry"; Mordenkainen presented "Argaster's Cloak of Shadows", "Belsham's Mace", and "Othnal's Spectral Dagger"; and Dalamar set forth "Battlecurse", "Sphere of Eyes", and "Valiancy".

"The Wizards Three", Dragon #219 (90), July 1995
The subtitle of this one is "Warmer than Expected" which is appropriate. In July 1995 I got married and came home to the largest (and deadliest) heat wave Chicago had seen in decades (though we would surpass it many times later) and our AC was dead.
There is more "plot" in this story with the introduction of Shaan the Serpent-Queen. This whole set-up to trap the Serpent-Queen.
In the end we are introduced, sort of, to Mordenkainen's thee new young apprentices.
Spells featured here were "Handfangs" (turns your hand into a venomous viper), "Farscry", "Dauntra's Cloak", "Translocation Shift", "Temporal Freedom", and "Brainblaze".

"The Return of the Wizards Three", Dragon #238 (42), August 1997
The biggest gap of time between installments so far just occurred. Elminster even comments about the last installment noting reading about it on "the Net". Something about "gamers with dirty minds." I checked a little on the Usenet group rec.games.frp.dnd and there does seem to be some complaining. Was this the reason? Most likely it had more to do with the fact that this was a very dark time at TSR and Wizards of the Coast had either bought them at this time or was close. I just checked, this was one of the first Dragons to be published by the newly acquired TSR.
This installment tries to walk back some of the implied ribaldries of the last episode. We get nearly a page and a half of this before any other wizard shows up.
In something of a manifestation of this, we are introduced to Rautheene, one of the new apprentices of Mordenkainen. She was introduced to keep the number at three. Dalamar will not be joining the group this night, nor any other night, nor any other night for the next 10 years. I have to admit I was always curious about why exactly Dalamar was excluded. I know it had something to do with the relationship WotC now had with the Dragonlance properties. But for me, this was the big issue that overshadowed whether or not Mord and Elm went frolicking with young apprentices.
The addition of Rautheene also adds something akin to a Doctor Who companion; a younger, less learned character whose job is to ask "What is that Doctor?" or in Rautheene's case "What is that Lord?"
The spells shared were, "Spell Echo", "Scourage of Stars", "Firedart", "Turnblade", "Backshift" and the evocatively named "Mystra's Unraveling".

"Jest the Wizards Three", Dragon #242 (48), December 1997
This one comes a mere four months after the last. I know I said that I didn't care about the implied ribaldry between the old mages and young apprentices, but now I can't read about Elminster and Rautheene as nothing but really creepy flirting. Ah well. Thought maybe because of this Rautheene is also becoming a more developed character, though she is still something of a walking stereotype at the moment. But she is getting there.
The mages trade spells and strange flavor combinations (smoked salmon and ice-cream, which is something I think my youngest son has also done).
The spells include "Coinsharp", "False Ioun Stone", "Hither", "Wizard Gong", "Echo", "Fingerblade", "Nextremity", "Sortil's Aqueous Transfer", and "Spy".

"The Wizards Three", Dragon #246 (86), April 1998
This installment has the first full-color interior art. The artist, David Day has been with us since the start.



More discussion on how they can't reach Krynn. This installment is also fairly short, but there are some interesting spells. "Beneath the Surface" (looks beneath the surface of something), "Blade of Memory", "Brester's Beam of Light", "Onsible's Key", "Runefinger" (allows the mage to draw in mid-air), "Smahing Stike", "Standfast", "Tanatha's Melt", and "Tentacled Visage".

"The Wizards Three", Dragon #344 (56), June 2006
Previously we got three installments in eight months. Then eight years till this one! What changes happened to our trio of wizards? For me I went from being married and living in my brand new home to being married, having two kids, living in my second home, and having published a few of my own RPG materials. Soon I'll pick up the tattered remains of my old website and recreate it as this blog. This was also the time I had a subscription to Dragon.
Ed is still the author, but we get a new illustrator in Tom Fowler. Dragon is now published by Paizo, the system is now 3.0 D&D and TSR is almost 10 years gone.
Some other changes. Mordenkainen is now in his new "Anton Le Vey" look (ok that is not really a fair comparison, but he is bald with a goatee). Rautheene no longer seems to be his apprentice (though she is still called such), but a full mage in her own right, and she is sporting some new tattoos. Seems she was a college student in the 90s! Again, more lip service given to looking for Dalamar, this time it is Rautheene doing the looking. It occurs to me that an epic quest to find a completely lost world might be fun.
Interesting change in tone here. I attribute it to all the novels Ed had written since, but Rautheene is less the "giggling coed" and now more capable young mage. She is aware of the power difference between her and the two older mages, more so than Dalamar was, but for her, it is less "I am not as good as them" and more "that's going to be me if I learn from these two." I'd like to see if there is more about her out there.
The spells are now in 3e format, so they are for wizards and sorcerers. They include "Battle Tentacles", "Mailed Might", and "Wymcone". I would have liked some more discussion on the arrival of Sorcerers to these two worlds, but that has been discussed elsewhere.

"The Wizards Three", Dragon #359 (78), September 2007
This is the end of our journey. This is the last published, print copy of Dragon Magazine. I have not checked to see if any were published in the 4e online Dragon or Dragon+ for 5e. So let's see what this rather special installment has for us.
Dalamar has returned for this final meeting which I admit is a really nice surprise for the other wizards and myself. Rautheene now holds her own against Elminster.
This time Ed is outed, in a manner of speaking, as to why he hosts this gathering of wizards and the Wizards Four decide to let him live if he continues to show off their brilliance. Dinner is shared, but no spells this time.



The Wizards Three was a sometimes delightful, sometimes amusing little romp of the important worlds of classic D&D; Toril, Oerth, and Krynn and not to mention Earth.



I will admit I was disappointed in the end that Mystara was never represented, especially since the feature would share issues with such Mystara-centric features as "Voyages of the Princess Ark" and even an article about Mystara's wizards from Bruce Heard himself.

The spells were always welcome and I could never get enough new spells to be honest.

The series is also one of the few that is covered in both the Greyhawk online wiki and the Forgotten Realms one. The closest thing the online Dragonlance wiki has is an Ed Greenwood category.

Through these outside sources and from the articles I gathered that The Year of the Turret, 1360 DR marked the first meeting between Elminster and Mordenkainen on Earth (1992). On Oerth, this was shortly before the year 581 CY. I am unsure of what the date would have been on Krynn.

I am curious to know what the fans of the various worlds think of this series. Did it do your favorite mage justice? What else would you have liked to have seen? Who else? Ringlerun? Kelek?

I also wonder if this was re-done today what other wizards and worlds would be included. Would Dark Sun? Birthright? Eberron?

Edited to Add: Ed has weighed in on this!



Wednesday, June 24, 2020

Retrospective, Review and Refit: M3 Twilight Calling (BECMI)

If there is an "Alpha and Omega" to my D&D games with my kids then the title could be held by Gary Gygax, but most likely the titleholder would really be Tom Moldvay.

It has been his adventures that my family have enjoyed the most.

X1 Isle of Dread (w/ David Cook)

His Basic set rules are what really got me deep into D&D, maybe even more so than Holmes. 

So it is really not such a surprise that when I began to look for a "Big Finale" sort of adventure my attention would turn to the Master Series.  

While I initially thought that Bruce Heard's M1 Into the Maelstrom would be my choice (and it is still a fine choice, for something else I have in mind) it was quickly replaced when I discovered Tom Moldvay's M3 Twilight Calling

Twilight Calling is actually rather perfect.  It is a high-level adventure that feels like a high-level adventure. The main focus of the adventure is around a rising power among the Immortals, Alphaks the Dark.  He wants to release the ancient Carnifex race (more on them in a bit) who are sealed away in an extra-planar pocket dimension.  He can't do this himself, only Lawful creatures can enter the realms protecting it and thus break the seals.  The adventure begins all the way back in the "Broken Lands" of the D&D Expert Set (both B/X and BECMI) but soon the characters go on an extra planar romp through the "Seven Realms" to the final location, Carnifex Castle.

The Carnifex
Carnifex are an evil species akin to both lizards and dinosaurs.  We get a good insight to Moldvay's Pulp sensibilities here where evil lizard men with alien brains and cold-blooded evil are the bad guys.  For me, it works. Works much better than orcs or even drow.   They are described as lizard-like humanoids.
Not much more than that.  So given the adventures I had been taking the kids through a thought occurred to me.  What if the Carnifex are the progenitors of all the reptilian races of the D&D?  Lizardmen, troglodytes, Yuan-Ti, and others.  We learn very, very little about them in this adventure.
We know that Carnifex means "butcher" in Latin. It also translates also into executioner, hangman, tormenter, murderer, scoundrel, and villain. So yeah, these are not supposed to be nice guys. 
This all made me think about the Silurians from Doctor Who. An ancient race related to the dinosaurs.  This also made me think of the "Dinosauroid" or the "Dino Sapiens" that scientists have imagined as a humanoid descendent of the Troodon.


If you are thinking of a Sleestak you are not alone. 

This is fantastic really.  But for my Dragonslayers' game has no context for Alphaks the Dark.  And the Carnifex really could be anything.  So.  How do I take this adventure and make it work for my group?

Enter The Dragon. Well The Dragon #38 to be exact.

Dawn & Twilight: Dragon 38 (1980) and M3 Twilight Calling

Dragon 38, still called The Dragon then, was one of those issues that are just full of great ideas.  I had a copy on my Dragon Magazine CD-ROM, but I knew about it beforehand for the famous Gygax From the Sorcerer's Scroll article "Good Isn't Stupid, Paladins & Rangers."  I played a lot of Paladins back then so this was a must read.  BUT that article pales in comparison to what the rest of the issue gave me.
In the same article it is mentioned that dwarf women have beards.  Great. But I said dwarf witches do not. In fact that is the surest way to be called a witch in dwarven culture, if you can't grow a beard.
There is a story from Gardner Fox, a comic by Darlene that is better looking than most of the comics in Dragon before or since. But three articles in particular grabbed my attention.

Tesseracts by Allen Wells gave me some wonderful ideas for when I ran Baba Yaga's Hut and other crazy adventures.  It gave me the frame of reference of how I wanted to run M3.

Leomund’s Tiny Hut: The mighty dragon by Len Lakofka gave me the hook I was looking for, though not in the way I am sure he thought it would.  Len's article is a great one and it gives us out very first look at the Yellow, Orange, and Brown dragons.  Brown dragons, of course, would later appear in the Mater Rules as the Chaotic counterpart to the Gold Dragon.  I did a version of my own Orange dragon (really more of a Pumpkin Dragon) in my Pumpkin Spice Witch book.   The Yellow Dragon then was a new one. And it fit perfectly into a hole I had.  In M3 there are different color realms that all correspond to the color of a chromatic dragon; Green, Red, Black, Blue, White, and then Yellow.  But no Yellow dragon.  Until Len gave me one. He also has updated stats for Tiamat and Bahamut.
This got me thinking.  What if Aphaks was not just some rogue would-be immortal?  What if he/she were a third Dragon god?  The Master's set has four dragon rulers. The Forgotten Realms has more than two as well (IIRC). Or how about even a better idea.  What if Aphaks was Apsu, Tiamat's "dead" consort? The Carnifex could have been his creations.  The ancient evil enemy of the Dragonborn?

The Seven Magical Planets by Tom Moldvay can read a proto version of M3.  This article leans more on the alchemical aspects of the seven planets, the Sun, Moon, Mercury, Venus, Mars, Jupiter, Saturn. They do not line up as well with the M3 sequence, so I might change them a bit.  If I go with Babylonian/Summerian ideas then I would rename the planets to their Summerian names. Mercury with Nabu (Nebo), Venus with the goddess Ishtar, Mars with Nergal, Jupiter with Marduk, Saturn with Ninurta (Ninib), for the classical planets (and suggested by Moldvay in the article) and Sin/Nanna for the Moon and Utu/Shamash for the Sun.
I am not sure if the alchemical correspondences still line up. In the end it might not matter all the much as long as the feel is right.  This is a D&D game, not a Hermetic study on Alchemical principles. 

So where does this leave me?

Well, long ago Tiamat reigned.  She battled with the gods over her creations, the dragons.  Her blood was spilled and from that the Dragonborn were created including their god Marduk. Gilgamesh in this world view was the first Dragonborn King.  Enkidu was "like an animal" or human.

When the Dragonborn came into this world they encountered the evil Carnifex. They had been old even when the Dragonborn where new. They harkened back to a deep time of the world when it was a hotter place and populated by reptilian beasts and eldritch horrors. Their wars were long and bloody and they could only defeat them by sealing them up in a demi-plane of imprisonment.   I posted about this in my Dragonborn in Oerth

I have an evil, or at least corrupt, god, Apsu, who is murdered by his own children.  His former consort, Tiamat then gives birth to dragons to fight the gods that killed Apsu.  But maybe he is not dead in the same sense that humans consider.  Maybe he is now in the realm of death (like Aphaks the Dark). This helps explain the undead encountered in M3 (and there is a lot) and why he would want the Carnifex loose.  Destroy the world your children made by letting their ancient enemy out.  It's a good plan really. 

I might need to find a copy of Dragon #38 just to have really.  I'll have to check my FLGS.


Wednesday, March 25, 2020

This Old Dragon: Issue #45

Wow. Has it really been more than a year since I did one of these?  Well, let''s grab a REALLY old one.  Not the oldest to be sure, but one of the oldest ones I have (I do have issue #43 waiting in the wings).  Plus we are all stuck at home, so let's sit back and see what Issue #45 of This Old Dragon!

This first issue of 1981 gives us what could be a thief and his mark on a bridge. OR someone trying to get a toll from a beggar. 

There some are cool ads for Ral Partha's Witch's Caldron and ICE. This predates my purchasing of Dragon so likely not an ad that influenced me.

There is an editorial from Jake Jaquet.  Here he welcomes two new employees, Debbie Chiusano and Marilyn Mays.  He also welcomes to more familiar names to full-time positions, Roger Moore and Ed Greenwood.  He also mentions changes to Dragon such as updated typeface and more pages.

Kim Mohan follows with Cover to Cover to let us know what is happening in this issue.

Ad for Fantasy Modeling magazine featuring a Vallejo scantily clad woman with two lizard/dragon monsters.

Out on A Limb gives us some letters.  One guy complains about all the new D&D groups springing up but no one plays it like "the old days" (which in his mind was 2.5 years ago).    Another one wants Dragon to stop writing so much about D&D and focus instead on AD&D.  There is no making people happy is there?

Our first article, Gas ‘em Up and Smoke ‘em Out is by Robert Plamondon.  It is actually really useful.  The article covers how smoke, gases and magical clouds move and fill up space.  Granted, modern systems simplify this, but someone out there would it very useful.  This followed up by Dungeon ventilation clears the air by the same author.   How can you breathe in the dungeon depths?   Again, really useful.   Robert Plamondon is kinda an interesting guy. Author, farmer and has some game design credits.  He can be found at http://www.plamondon.com/

Roger E. Moore is up for his fir "full time" paid articles and they are big ones.  NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix. This gives us two NPC classes, the Astrologer and the Alchemist.   The Astrologer is a pure NPC class, no XP or level advancement. It is a type of sage that can be used to predict the future.  The Alchemist, written with Georgia Moore, is a bit more detailed.

Philip Meyers has an article on distributing magic-items to NPC groups in Magic Items for Everyman. Obviously great for OSR/Old-school games, it might also scale right to new games, though new games tend to have less magic items.

Up On A Soapbox gives us two articles about Role-Playing.  Be a creative game-player by Kristan Wheaton discusses ways players should think more about their games and game playing style. This includes creative uses of levitate and fly.   Ways to handle high-level headaches by Lewis Pulsipher is on the other side of the table with how DMs can deal with high-level characters.

Bazaar of the Bizzare is up. This had always been one of my favorite old Dragon features.  This one gives us some subtle reminders that the 70s were not that far behind.  Among the items are Pet Rocks from Roger Moore.  There two kinds, normal and cursed.  They look like rocks and seem very close to a Stone of Commanding Earth Elementals.  On a command word they will attack an opponent.  Damage is like throwing a rock, that is, if the rock was +3 to hit and did 2d6 points of damage.
There is one though that is pretty interesting. A Ring of Oak, which will allow a dryad to move away from her tree.  Ruby Slippers do exactly what you think they do. I wish I had thought of these.  Bell of Pavlov makes you drool.

Ah. Now here is a good one.  Robert Plamondon is back with The Right Write Way to Get Published.  It is a very solid read with timeless advice.  English at this time was not my favorite subject and if you had told me in 1981 that I would be spending not just 90% of professional life writing, but most of my "free" time doing the same, I would have laughed.  So naturally, I ignored articles like this back then.  My mistake.  In fact, this article has such solid advice I am tempted to keep it.  Well...I'll print it out from my Dragon CD-ROM, the copy I have here is so mildewy it is taking me a lot longer to get through it.   Anyway, this article really is timeless advice especially when it comes to the second draft.  Some of the advice is no longer needed. For example how to space in for margins on a typewriter or the merits of a hand-written vs. typed manuscript. Also, and sadly, the magazines he suggests submitting to are all gone.

Merle M. Rasmussen is next with his The Rasmussen Files.  He has a set of Top Secret reactions and rule additions.  The growing interest in computers is visible here with the new Technical Bureau.  These days it is hard to imagine any sort of clandestine espionage without the back of data, technology and computers. Not to mention drones and satellites.  But this is 1981 and all that stuff, while not really new, was getting more and more public notice.

The article is split by an ad that makes me both happy and a little sad.


At least 10 of those addresses are within reasonable driving distances from me now.  One is within walking distance, and none of them are open today. Don't get me wrong, I am really spoiled with the game stores I have by me now including Games Plus, which would not get on to this list till 1982.
Shameless Plug:  If there is something you need and you don't have a local game store Games Plus is taking orders and shipping all over the world.

Len Lakofka's Leomund's Tiny Hut covers Missle Fire and the Archer sub-class.  I have always liked archers and outside of the ranger I never found a good one.  This article has some good adjustments to missile fire and the size of the target; something that has been incorporated into D&D since 3rd edition.  Again, Len treats us to a full class here that can be used as an NPC class or a PC one.   Looking it over I am thoughtful of the new Pathfinder 2nd version of the Fighter and Ranger that both have an Archer option.  Not identical obviously, but likely drawn from the same sources of inspiration.  I will say it is enough to have me reading the PF2 rules a lot this past week.

Next, we get to the big feature of this issue, The Dragon Dungeon Design Kit.
Much to my chagrin, the cardboard pages that were in this issue are gone.  Checking them out on my CD-ROM pdfs I see they are essential Dungeon Tiles.  They even look like 5' squares in most cases.
Kinda wish I had these. I could use them in a game now and my kids would get all excited about using some "real old school material."   Maybe I'll print them out.

We get an installment of the Minarian Legends from Glenn Rahman for the Divine Right game.  This time covering The History of Dwarves.  Divine Right pre-dates my involvement in the hobby, though I do know about it.  I had a chance to pick up a copy cheap, but never did it.  If I find one I might grab it just to see what it was all about.  This history could be used in any game to be honest, but it feels tied to the world it is from to be of use to me.  Still, maybe I'll come back to this if I need to add on to my dwarfs a bit.

Some ads. A Squad Leader scenario. More ads.
Con Calendar.

Electronic Eye from Mark Herro has some dice rolling programs for programable calculators and the new "mini" computers, the Sinclair ZX-80 and the Radio Shack’s “Pocket” TRS-80.  If you are reading this post on your phone, then congratulations, you are in a future that Mark Herro dreamed about.

Daniel Maxfield has more tips for Bunnies & Burrows in Hop, Hop, Hooray!

In what I think is a rarity for ANY era of Dragon, Roger Moore (busy guy this edition) has an article on the advantages of playing evil in How to have a good time being evil.

Reviews for Bloodtree Rebellion, Space Marines, and Grail Quest follow.

Letters from Out on a Limb continue with someone complaining that the last adventure was too "childish."  I guess something do never change.

Ah..now here is some fun stuff.  Dragon's Bestiary covers some new monsters. The Skyzorr’n, a race of humanoid insect beings. Sand Lizard, a desert lizard (I can use these now!). The Dust Devil, a combined earth and air elemental (also could use this) and all three have art by the great Bill Willingham.

Some comics in Dragon's Mirth.   There is an installment of Finneous Fingers. Plus The Story of Jasmine from Darlene, better known as the artist that gave us the World of Greyhawk map.  I know nothing of this series and have no idea if it kept going or not, but it was very different than the fare at the time. I just checked my Issue #43 and there is an entry there as well.  A bit more research has turned up quite bit more. It ran for 12 issues starting in #37. Now I am curious, maybe I'll do a special This Old Dragon Feature on it!

A fun trip down memory lane again.  I some respects quite literal, since in the process of working on this I drove by some of the places advertised as having been game stores and are now gone.

Hopefully, I can do some more of these.

Tuesday, July 9, 2019

The Other Side, A Look Forward

Trying to organize some thoughts here on what I want to do next on the old Other Side blog, figure you all might want to help me!  Or at least listen to my ramblings.


I am prepping for Gen Con now and trying to get another book done in time for Lughnasadh/Lammas so my posting here is going to be a little sparse.

#RPGaDAY
Dave Chapman will be doing (I think) his annual #RPGaDAY in August.  I am not sure what the questions will be, but I do like to participate.  Plus my Twitter followers have really increased this past year, so that might be nice to share.

The Other Side Rewind
Still plugging away at this! June was my Facebook experiment month, while July had been my month to try some other tools.  I am hoping to kick it off full steam in August or September.  Again, if you are reading here then you won't really notice anything at all.

One Man's God
While this one has been great fun, it was not designed to go on forever.  I am going to do the Celts (part 2) and the Chinese and Japanese, though I admit I know very, very little about these.  I am going to do the Demi-humans and do a special on the Cthulhu and Melibone mythos. But once I am done with those then the series will end save for some special editions.  Though this will lead to my next thing...

The Usual Suspects
I am going to spend some time, maybe a lot of time, going over all the various demon books I own and some I don't yet and talk about how to use them in your games.  I really love demons and demonic lore.  The title of this series "The Usual Suspects" comes not only from the notion that all evil in the worlds can be traced back to the machinations of demons (and devils) but every OGL book on the market today has the same half-dozen or so demons and a similar number of devils in every book; aka The Usual Suspects.  I think this will be fun, to be honest.


This Old Dragon
I still have some left and I want to get back to them.

Class Struggles
I have been too long away from this one. I have started writeups on the Alchemist and the Bard.  Been playing a couple Bard variants to get a good feel for the differences.  Sometimes there are more differences between two different bards than there are between most fighters and rangers!

So. Let's get to it!

Thursday, January 31, 2019

This Old Dragon: Issue #78

Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out.  Glad I did. This is one of my favorite issues.  So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!

As usual, let's start with that cover.  Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too.  I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it.  Perfect for Dragon really.

The Editorial cover the 1983 (and not the 1988 typo) Gen Con.  Some nice reminiscing.

Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares.  Nothing Earth shattering or terribly interesting to us today.

Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.

Arthur Collins is up first with Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds.  Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no).  He spends nine pages discussing all sorts of situations that come in psionics.  So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.

Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too.  Three full pages of this advice too.

GREAT ad for what would become one of my favorite adventures, Ravenloft.


Yeah. I ate that up.

Next is Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck.  This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong.  Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max.  He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them.   He also suggests some changes to psionic combat.  I like all three of his suggestions and would use this as well.  Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.

Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.


Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like.  It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect.  It is avialable to humans and half-elves only, but I would say that half-orcs could as well.  No armor, no shields, minimal weapons and no spell use at all.  So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on.  This represents the psionicsts deepening devotion to mental pursuits and not physical ones.  It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines,  as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines.  In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.


The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.

This article is followed, again by Collins, about the Deryni race.  It is adapted by Collins with the permission of Katherine Kurtz.  We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.

We end this section with another one from Collins (seriously did anyone else write this month?) all about the Heroes & villains of the Deryni. This includes the famous Camber of Culdi.

Honestly, if I stopped here that would make this a great issue.  But we are less than halfway through.

Our big adventure is next.  Citadel by the Sea was designed by Sid Fisher.  I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published.  I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published.  I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages.  I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.

A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.

Ah, now here is something.  I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question.  Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (x2) goodness of fit test to see if your dice are biased in any way.  You get the basics of the Chi-square test and even a BASIC program to test them.  I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my upgraded Color Computer 3 yet) but I never could get it to work.  I think now it is because I just didn't really understand how the Chi-square worked.  Today I would just drop my numbers into Excel.

The hits keep coming.  Roger Moore gives us a GREAT one.  The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign, Come Endless Darkness, comes from these articles.

Kim Mohan is getting in on the psychic action too with Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers.  We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.

I know I do this one a lot, but here another ad for my favorite local game store.  Of course at the time Games Plus was 200 miles away from me.  Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.

They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.

Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.

Pop the clutch and roll! is a set of rules for car chases for Top Secret.  It's a good-sized article, 4 pages, but I can really say anything intelligent about it.

Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in The thrill of the hunt.  DQ is one of those games I always wanted to try out but never did.  I now have a copy of the 1st edition and I am looking forward to trying it out.

Oh and don't look, but the answers to the later "What's New" quiz are listed here.

A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.

Two pages of What's New features some logic problems, maze, and other silliness.
A page of Wormy, and three pages of Snarf Quest.

We end with big ads for Hârn and Middle Earth Roleplaying games.

So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.

Just a great, great issue really.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday #46.

Wednesday, January 23, 2019

This Old Dragon: Issue #53

Time again to set the Wayback machine, TARDIS or DeLorean back to a time when hair was feathered and big and that was just on the guys. "Endless Love" by Diana Ross and Lionel Richie dominates the airwaves. The Summer's biggest hit, Raiders of the Lost Ark, still rules the movie theatres.   Sandra Day O'Connor becomes first woman justice on U.S. Supreme Court. In Dallas, a child is born with a huge destiny, known to us today as Beyoncé Giselle Knowles.  On the shelves are the last three parts of the A series for Advanced D&D and B3 for Basic D&D and issue #53 of This Old Dragon!

Again, no cover for this one which is a shame since I consider it one of my favorites.  It's one form Clyde Caldwell of a woman wizard and a black dragon.  It is a pretty simple cover but the colorful background really sells it to me.  The blonde wizard doesn't hurt either. Kim Mohan's editorial (below) tells that this picture is called "Dragon Spell".

Publisher Jake Jaquet has an editorial on the "Assassination" game that was popular at the time. We played it in high school a lot. Got into a lot of trouble too.  Jaquet goes on about this is "not" role-playing.  It's not, but I also don't think anyone ever claimed it.  Interesting snapshot of the time.

Editor Kim Mohan lets us know about finding the gem that is The Garden Nefaron.  We will get into that later.

Out on A Limb covers the ethics of reprint exact copies of old issues. Another reader lets us know he has been a DM for 3 years (which is at the time about half of D&D's lifespan) and he wants more PC classes not NPC classes, like the Witch, the Anti-Paladin and more.

Speaking of which, Philip Meyers is up first with Why isn't this monk smiling?  A new take on the AD&D monk class.  I am a long time removed from the AD&D 1st ed monk, so I have no idea how well this article covers it.  As a class read through though it feels pretty good to be honest.  To date I have played exactly 1 monk character, so I also have no play experience to back me up on this.

Continuing the monk discussion is Defining and Realigning the Monk by Steven D. Howard and Sage Advice which cover monk questions.  Both look to cover questions and rule interpretations regarding the monk.  Again, I wish I had some good monk anecdotes from the time to share, but I never really was interested in the class except in an academic way.

That section ends with an ad for my most desired "Holy Grail" item. A set of intact, still in the blister case, blue Dragon Dice.


I still have a full set, but I would love to have some that are still on the card.  These and the Percentile ones on the dark blue card.

Speaking of classes, here's a new one!  And one I don't believe I knew about.

The Oracle: When he talks, everybody listens by Andrew Dewar is up.  Before I delve into what looks like a really good class but I have to ask; why "he"?  The most famous oracles in history have been female. Why not "She"?  It's a minor point but one that irks me. Granted TSR/Dragon/Dewar were addressing their audience, who was primarily male, but this was a HUGE missed opportunity in my mind.  Though EVERY example given is female.


Anyway, off my soapbox now, the class is pretty cool.   The Oracle needs a good combination of Wisdom and Intelligence which makes sense since they situated between Clerics and Magic-Users.  They have a lot of shared spells with the Cleric and Magic-User classes and even some Witch spells from a previous Dragon.  The class is spread out over the issue but takes up seven pages.  I think I should check it out in more detail.  Maybe compare it to the Pathfinder Oracle class some. That would be fun.  There are a lot of different types of divination mentioned in this article as well.  Great for any class that tries to divine the future.

We have not heard from Lewis Pulsipher in a LONG time here, but he is back now with Understanding Armory which is about heraldry.  There is quite a bit of scholarship here distilled down to a game-friendly use.  But that describes most of Lew's work really.

Ah, now this is the sort of thing that was my go to back in the day.  World building.  Some universal rules. Making your own campaign — and making it work by Roger E. Moore covers a little about make your own universe but mostly it covers on how not steal from others.  He gives examples of worlds that are common to us all, Hyboria, Zothique, Middle-Earth, Oz, and Earth mythologies. He talks about how difficult it can be to disentangle elements from these worlds AND ALSO make it fit AD&D.  The part though I love is where he covers how these different universes can be explored without breaking things.  I tend to be a bit more relaxed in my world building but I am sure Moore would question, or at least look akance, at my overall internal logic.  That's OK. There is so much good stuff here.

And speaking of soapboxes, the Up on a Soapbox feature is back. This time we have Judith Sampson and Adventuring with shaky hands: Where there’s a will, there’s a way to play.   This covers how you can accommodate players with physical disabilities.  Way ahead of its time really. This could have been a blog post today or a YouTube talk and people would be praising her for her insight.  We still should there are some good insights here.  Sampson suffers from choreo-athetoid cerebral palsy, which is a motor control issue. She typically types up all her character sheets for ease of reading and use in the game.  She talks about how D&D is a perfect game for her really since it doesn't really require a lot that could be difficult for her.  It's a good piece.

David Nalle is next with the Larger than Life feature of mytho-historical NPCs. This time it is The
Bogatyrs of old Kiev.  We get a lot of old Russian characters from myth and legend.  Among others, we get Ilya Muromets, Alyosha Popovich, Dobrynya Nikitich, Svytogor, Gorynich, and Baba Yaga.  Lots more that I don't recognize (Russian folklore was never a big interest to me).  But reading these NPCs, I think I am going to have to check out more of these tales.

Our adventure is next.  The Garen of Nefaron by Howard de Wied is a well-sized adventure at 16 full pages.  That's a full module inside your Dragon.  It looks fun with a strong Raiders of the Lost Ark feel about it.  One of the issues I have with it is that the adventure is much more difficult to complete if your party is of good alignment and easier if they are all evil.  I prefer it the other way around to be honest. 

Merle "The Administrator" Rasmussen is up with the Rasmussen Files for Top Secret.  You know I don't feel Merle gets enough credit. Since I have started doing these Dragons I have been more and more interested in Top Secret and coming to the conclusion that Merle more or less invented the Spy RPG genre. Now maybe there were other games before Top Secret and there were many after.  But I have to give the guy a LOT of credit.  The fact that he is still out evangelizing Top Secret is really damn cool.  This article covers how to control various pieces of equipment that agents can get ahold of in a game.  Based on rarity and what might be confiscated from other agencies.
I can't help think of Ilya Muromets (not related to Illya Kuryakin) above how awesome a Man from U.N.C.L.E. game would be. Set in the 60s would be best.

The Dragon Bestiary covers a magic eating lizard man, The Argas.  A weird ass eye monster, Oculon, and a cow with a human head, the Narra.  I don't think I have seen these before or since.

Lenard Lakofka covers doors, their strengths and hp in Leomund's Tiny Hut.  I think this would work great in just about any version of D&D to be honest.  Will have to clip this one for the tool-box.

Mark Nuiver covers one of my favorite monsters in The Ways of the Triffids.  I also did some Triffid stats a while back, but his are more powerful.  Triffids are sure under-used these days. It could be because the book and the later movie are both pretty old now, but not so much then.

Dennis Matheson is next with some new Traveller rules for Merchants and how to expand the "class".  Again, Traveller is one of the games that I wished I spent more time on.
I will say this, this weird-ass combination of a Klingon D7 and the Space:1999 Eagle is kinda cool.



Reviews are next. G. Arthur Rahman covers "Junta".  Tony Watson covers "Stalin’s Tanks". Bill Fawcett takes on "Warlock" and "A House Divided".

We get the convention schedule for Fall 1981.

DragonMirth is next.
We get one of the last Finieous Fingers.  There is a nice line for me and Dragon; the Before and the After.  It is the before I started reading and after. This is roughly the same time period of when Finieous Fingers appeared in Dragon.  I have no real emotional attachment to the comic save that it represents a time "before".

A similar relationship with What's New With Phil and Dixie, I just happen to like this comic more and I made an effort to read the back issues.

Then we get this comic/ad in the very back the Molvay Basic Set.

Of course, there were no beholders in D&D B/X, but hey that's just details right?

So all in all a really fun issue. Lots of great stuff that I can still use today.

Want to know what I said about White Dwarf from this same time?  Check out White Dwarf Wednesday #26.

Wednesday, January 9, 2019

This Old Dragon: Issue #104

Wow! A this Old Dragon? Really.  Time to get back into this.  Grabbing the Dragon that has been sitting on my desk it is ... hmmm, no cover. Well, inside it says December 1985 so that should make Dragon #104.  Rocky IV dominates the theaters, Mr. Mister and Lionel Richie rule the radio waves with "Broken Wings" and "Say You, Say Me" respectively.  It's December 1985 and this is episode #104 of The Old Dragon!

Well, my cover is gone, but my Google-fu tells me it is another Denis Beauvais piece.  This time a happy looking wizard.

Letters covers some the issues with the adventure "City Beyond the Gate" in Issue #100.  I have to agree, now in retrospect, with the errors being pointed out with Robert Schroeck's version of London.  If I do issue 100 I'll have to come back to this.

Kim Mohan's editorial covers William Dear's book "The Dungeon Master". In particular, Mohan focuses on the game that Dear played and didn't enjoy.  Me, I have a host of other issues with the book but that is not really the point of his editorial.

Nice ad for the Dragonfire software.  I often spoke about how my earliest memories of D&D and D&D experiences are contemporaneous with my earliest experiences with computers.  To me, they go hand in hand.  Back in the day, we had written our own software for the various TRS-80 computers we had.  It was fun.  You can still get the Dragonfire II software online. I am not sure of the legality of those sites though.



We come up to one of the early "theme" section of Dragon.  These became more and more popular from Issue 80 or so on hitting their height in the in late 1980s (issues 100 on).
The theme for this issue deals with Thieves, which even at this point (end of 1985) they were being referred to as "Rogues".

John C. Bunnell starts with The Well-Rounded Thief which deals with various reasons why a character would want to be a thief.   There are a lot of good ideas here (greed, professional motivation, artistic, recreational, revenge) and 99% of this article can be used with any version of D&D really.   Thieves may not have been in the Little Brown Books, but they are a staple of D&D now.

Bunnell is up next as well with Race is Ahead of Class.  This article really gave us some insight on how different races view thieves and was a preview of the Race/Class/Kit books of 2nd Edition.  Again this article can be used today regardless of your edition of choice.

What does your thief get when they pickpockets? Well, Bruce Barr has the answer in Was It Worth the Risk?  Tables of picking pockets depending on who is the mark.  The tables will feel a bit old-school for newer players, but they are pretty useful.

David "Zeb" Cook gives us a two-page preview on the new Oriental Adventures in Oriental Opens New Vistas.  It is more than just a commercial for OA, there are notes on design choices made to make this feel different than AD&D RAW.

Michael Dobson is next with Three Challenges in One where he talks about his new module X10 Red Arrow, Black Shield.   The big feature of this adventure is the inclusion of the BATTLESYSTEM combat system.  Which is odd really.  The Companion set for Basic D&D (BECMI) already had their own mass combat system called War Machine.  This adventure ended up using a hybrid of the two systems.

Meeting of The Minds updates the psionic encounter tables with monsters from Fiend Folio and Monster Manual II.

Len Lakofka is next with his Leomund's Tiny Hut feature on Specialization and Game Balance.  This covers the new features fighter got in the Unearthed Arcana.  I was not all that concerned about Weapon Specialization back then and frankly thought it was fine but I have also read that some people thought it was a game-breaker or a game-changer depending on who was talking.

Nice big ad for Gary's first book.  Sadly in one year's time he would be gone from TSR.
Ads for BATTLESYSTEM and Oriental Adventures too.



Ed Greenwood is back with another ecology article, this time The Ecology of the Ochre Jelly.  Ed had a good way of making even the lamest monsters sound interesting.

Somewhat related to the thief articles is this one from Lionel D. Smith on Assessing, Not Guessing.  Or allowing PCs to make their own value judgments on treasure.  It is a very old-school feeling formula where you determine a character's CAP (correct assessment percentage).  I might try it for my next 5e adventure just to see how it works out.

Our special section and the main feature of the issue is SUDDEN DAWN a Marvel Super Heroes module set during WW2.   I have read through it a few times over the years and it looks like fun and at 16 pages it is a good size.

Merle Rasmussen is back with more Spy's Advice for Top Secret.

An ad for some cool AD&D, Dragon and Dragonlance shirts.  I'd love to have one of those now.



Profiles covers Harold Johnson (Hidden Shrine of Tamoachan) and David "Zeb" Cook (lots).
Previews covers Oriental Adventures and connected modules.   Teased are a new Dragonlance Trilogy , Legends (which I liked better than the first trilogy), a new "unnamed" AD&D core rule book (spoilers Dungeoneers Survival Guide), the D&D Immortals set and more Gary penned Greyhawk novels.

Ares covers the best in SciFi gaming this month.

Star Law Returns by Matt Bandy covers law enforcement for Star Frontiers.

Hexes and High Guard comes to us from Jefferson P. Swycaffer and deals with space wars for Traveller.  It's a fairly short article but feels like it would work well.

Gamma World is not to be ignored they have stats for a Terminator style...er wait, an Exterminator style robot in The Exterminator by John Mau and Brian Shuler.

Ah.. here is something I really like.  The Kzinti Have Landed by Jon Slobins for the FASA Star Trek game.  Obviously about playing Kzinti in the Star Trek universe for all those Larry Niven fans out there.  I liked the Kzinti and was always disappointed they were not in the rules, but I knew why they weren't.   There is enough here to get Kzinti fans going.  Back when this issue was new I thought about a Kzinti police force (my ode to The Slaver Weapon) using the Star Law article.  The ship in the article has a solid Romulan look to it.



Marvel-Phile covers more WW2 characters including a very non-Sebastian Stan Bucky.

Gamer's Guide has small ads including two for artists to illustrate your character.

Convention Calendar covers the cons of late 1985, early 1986.

Wormy gets four pages, Dragonmirth gets one and we end with SnarfQuest.

So. If you are into thieves then this is a must-read issue.  If you like Kzinti then if you can find this issue cheap give it a go.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday for Issue #72.

Related Posts Plugin for WordPress, Blogger...