Today I spend even more quality time with Dark Places & Demogorgons. There are a number of great supplements now out for PD&D and more on the horizon. Right now I am going to focus on these four since they will focus on my new campaign idea I'll talk more about tomorrow.
In all cases, I am reviewing the physical copies and PDFs.
Dark Places & Demogorgons: Jeffersontown Setting Guide
140 pages, color covers, black & white interiors.
This book covers the Jeffersontown setting introduced in the core rulebook. I have to admit, I was not going to buy this book. I was not really that interested in the J'town setting; I had my own setting, settings really, to try out and this one did not grab me.
That would have been a mistake. This book is really freaking awesome.
Reading through this book you begin to realize that all small towns are the same. I read through this and was mentally replacing J'Town details with my own old hometown Jacksonville (J'Ville, no really that is what we called it). There are a ton of great ideas here for any type of campaign.
So who should buy this?
Well if grew up in the 80s then you know this already. You lived it. But this book is a wonderful trip down memory lane. It's someone else's memory lane, but it looks like yours; it looks a lot like mine too.
If you didn't grow up in the 80s then this book is a must-have. Really sets the tone and tenor of the game perfectly.
This makes this book a must buy, I am glad I picked it up.
Dark Places & Demogorgons: Player Options & GM Guide
124 pages, color covers, black & white interiors.
Now this book. I knew I needed this one the moment I read the table of contents. This book expands the game in a number of really awesome ways. Now all classes can go to 7th level and all the core classes get a boost. That is great, and we get 13 new classes. They are Equestrian Show Rider, Equestrian Rider, Monster Hunter, Party Animal, The Performer, Phantasmagon, ROTC Cadet, Soviet Spy, Spy in Training, Street Tough, Survivalist, Teen Ninja, and the Telepath. We also get five new Magic classes! Black Witch, Mechano-Mage, Nature Witch, Voodoo Practitioner, and White Witch. All with a bunch of new spells! So yes, I am quite excited about these. Worth the price on the cover alone for me.
Additionally, we get a bunch of new skills.
The last half of the book is everything 80s. I have seen a lot of 80s guides in games before, but this one is very comprehensive. These sections include 80's Crushes/ Idols, Your Songs of the 80's, Your Movies of the 80's, Random 80's Movie Quote Table, and Your TV of the 80's. And just listing these does not do this lists justice at all. I consider myself an 80s aficionado and there are things here I had forgotten or even never knew. I am little surprised there isn't a Dark Places & Demogorgons 80s mix list on Spotify.
Really glad I got this book and I consider it a must-have for fans of this games.
Dark Places & Demogorgons: Vampire Sourcebook
36 pages, color covers, black & white interiors.
With the Vampire Sourcebook, we move DP&D a little further away from "Stranger Things" and "X-Files" territory and more into the realms of "Fright Night", "Lost Boys", and "Buffy the Vampire Slayer". The cover in fact is very reminicent of all the above.
We start off with an introduction to basic vampire pop-culture lore and quickly move to a list of vampire movies of the 1980s. It's a solid list, I knew all the titles so it feels complete, but I am sure there a couple Euro flicks missing. Not a big deal since that is not the focus of this book.
We get stats for a variety of vampires and plot hooks/backgrounds for all of them.
The book is designed for DP&D, but it really can be used with any OSR game.
For more 80s fun combine it with some New Wave Requiem from the World of Darkness game.
If you want to play a vampire then I suggest The Blood is the Life - Basic Vampires as a mostly compatible solution.
It is a thin book and I would have liked to see more varieties, in truth this probably the perfect size. Vampires are series-ending "Big Bads" not just your monster of the week. So characters are only likely to see one or maybe two their entire game life.
Dark Places & Demogorgons: Werewolf Sourcebook
36 pages, color covers, black & white interiors.
Same size, but a step up from the Vampire book to be honest. There feels like there is more material here and I will admit I was surprised to see the page count was really the same.
We get a little background on werewolves as a horror trope. Different means of causing lycanthropy are also covered. There is also a section of infecting humans and how it alters their stats, including Player Characters. Now I would say that being a werewolf runs counter to what a GM might normally want to do with a DP&D game, I can see it coming up. Good for drama really.
Now anyone that knows me well knows I am "the Witch guy" and before that I was "the Vampire guy". So I was totally expecting this to be my least favorite book, but no chance of that! This is a great book and even better than the Vampire book.
There plot hooks, NPCs, monsters AND a complete adventure. The book is packed. Well worth the money spent.
IF you can only afford one of these books, Vampire or Werewolf, then I would put my money on the werewolf one. Plus it has some fantastic Jacob Blackmon cover art, so what could be better?
Tuesday, June 26, 2018
Monday, June 25, 2018
Monstrous Mondays: Scarecrow for Dark Places & Demogorgons
Blood on the scarecrow. Blood on the plow"
- John Mellencamp, Scarecrow
Is there anything more ubiquitous to the midwest than the cornfield? How about that lone scarecrow in that field. Standing silent vigil throughout the summer and into the fall. Are you sure he is not watching you?
Scarecrow
Scarecrows are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrows are bound to a post. A Scarecrow can use their paralyzing gaze to imprison any trespassers (save vs. Courage, fail means victim remains rooted to the spot).
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal-like in appearance that walks into its territory unless otherwise instructed by their creator.
A scarecrow is immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrows are extremely vulnerable to attacks from fire. They take triple damage from all fire attacks.
Hit Dice: 3 + 1
Move: 12
Attacks: 1
Attack Damage: Slam 1d4+4 or Slap 1d4+1
Special: Paralyzing Gaze. Courage roll required if victim meets the gaze of a Scarecrow. They can't move for one moment.
Bonuses: +1 to hit, +4 to hide in corn or soy fields.
Terror: 8
HDE: 4
Review: Survive This! Dark Places & Demogorgons
I'll start off my week-long look at Survive This! Dark Places & Demogorgons with the core rulebook. A little bit of background thought first. I love the 80s in the way a true child of the 80s only can. Everything about the decade still fascinates me, fills me nostalgia and is a creative well I keep going back to. In truth, I had better decades. The 90s were particularly good to me and the 2010s are also really nice, but the 80s hold my interest more, especially when it comes to gaming.
Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end. Pisses me off, because I wish I had come up it myself!
A few things upfront. DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game. DP&D draws on deep 80s culture as well. And deep I do mean shallow! Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution. This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet. All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising? That of course until your friends start to disappear.
Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors. The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks. I am reviewing both the physical book and PDF. Both of which were purchased by me so no books were contributed for review.
The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.
The Players section introduces the concept of a Role-playing game and what you can do. We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here. The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in. There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e). In short though if you have played any sort of OSR game in the last few years you will pick this up fast. If you have never played before, well you will still pick this up fast.
Unlike its progenitors, this game has Seven Abilities. The new one is Survival. At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me. Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison. Courage works a lot like a Fear/San test and there is even a terror table.
Where DP&D takes off though are ways you use to describe your characters. We start off with Backgrounds. You can roll randomly here in true 80s style, or choose. Rolling seems better. These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects. Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.
After that, you can decide on what your Class is going to be. Classes work here like everywhere else really. They decide your skills, they let you know where you fit in the world and they provide a role-playing guide. The classes in this book are largely based on 80s High School stereotypes. There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level. So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.
Skills cover the things you can do. You can get some via your class or be improved by your class. Others you can pick. Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.
Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket. Then you are set!
I recommend a Session 0 for character creation and concept. Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".
Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus). DP&D is not a combat focused game. You are kids and the monsters are, well, monsters. You might score a hit or two, but that is it. Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.
We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.
The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated. This is a game of mystery, investigation, and deduction. From the book:
The rules might say 1974 on the tin, but they are much easier than that. Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s. Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e). It makes for a very fast-paced game and the rules will fall into the background.
We get some weapons and explosives, but not a lot.
There is a nice section on magic and the occult which include some really nice Psychic classes. In case you want to dial your game up to 11 (see what I did there!).
The fun part of the book are the Adventure Seeds. Some are familiar to anyone that watched movies or TV in the 80s. But others...well I can only conclude that these must be local legends and myths from the author's own home. Which reminds me how much all these little towns are really the same, just the details differ.
Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL. We even had giant cats, giant birds and bigfoot. But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.
The book also has a bunch of monsters in Swords & Wizardry format (more or less). You could add more, but be careful. Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.
There are stats for animals and various types of NPCs. There is even a table of random monster generation. Delving into more game specific tables there is a table (1d100) of basic adventure hooks.
We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia. It read like someone had taken a fictionalized version of my old hometown. I think that it is also flexible enough that an lot of people reading it will feel the same way.
We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music. Music was too important in the 80s for there not to be a list like this.
We end with a copy of the character sheet.
Wow. Where to begin.
Ok first of this game is very nearly perfect and I hate it so much. That's not true. I hate that I didn't come up with it and publish it sooner. But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer. Plus the inclusion of their yearbook pictures and own background made this book for me. I LOVED reading J'Town because I could see and feel my own J'Ville in it. I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.
Everything feels right about this game, to be honest. I even have a potential "Series" in mind for it.
Can't wait to do more with it! I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.
Next time I look at the supplements.
Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end. Pisses me off, because I wish I had come up it myself!
A few things upfront. DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game. DP&D draws on deep 80s culture as well. And deep I do mean shallow! Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution. This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet. All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising? That of course until your friends start to disappear.
Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors. The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks. I am reviewing both the physical book and PDF. Both of which were purchased by me so no books were contributed for review.
The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.
The Players section introduces the concept of a Role-playing game and what you can do. We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here. The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in. There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e). In short though if you have played any sort of OSR game in the last few years you will pick this up fast. If you have never played before, well you will still pick this up fast.
Unlike its progenitors, this game has Seven Abilities. The new one is Survival. At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me. Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison. Courage works a lot like a Fear/San test and there is even a terror table.
Where DP&D takes off though are ways you use to describe your characters. We start off with Backgrounds. You can roll randomly here in true 80s style, or choose. Rolling seems better. These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects. Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.
After that, you can decide on what your Class is going to be. Classes work here like everywhere else really. They decide your skills, they let you know where you fit in the world and they provide a role-playing guide. The classes in this book are largely based on 80s High School stereotypes. There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level. So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.
Skills cover the things you can do. You can get some via your class or be improved by your class. Others you can pick. Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.
Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket. Then you are set!
I recommend a Session 0 for character creation and concept. Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".
Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus). DP&D is not a combat focused game. You are kids and the monsters are, well, monsters. You might score a hit or two, but that is it. Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.
We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.
The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated. This is a game of mystery, investigation, and deduction. From the book:
This game draws inspiration from movies like The Goonies, ET and The Lost Boys and T.V. shows like Stranger Things, Eerie Indiana and Scooby Doo.Talk about hitting me where I live!
The rules might say 1974 on the tin, but they are much easier than that. Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s. Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e). It makes for a very fast-paced game and the rules will fall into the background.
We get some weapons and explosives, but not a lot.
There is a nice section on magic and the occult which include some really nice Psychic classes. In case you want to dial your game up to 11 (see what I did there!).
The fun part of the book are the Adventure Seeds. Some are familiar to anyone that watched movies or TV in the 80s. But others...well I can only conclude that these must be local legends and myths from the author's own home. Which reminds me how much all these little towns are really the same, just the details differ.
Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL. We even had giant cats, giant birds and bigfoot. But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.
The book also has a bunch of monsters in Swords & Wizardry format (more or less). You could add more, but be careful. Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.
There are stats for animals and various types of NPCs. There is even a table of random monster generation. Delving into more game specific tables there is a table (1d100) of basic adventure hooks.
We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia. It read like someone had taken a fictionalized version of my old hometown. I think that it is also flexible enough that an lot of people reading it will feel the same way.
We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music. Music was too important in the 80s for there not to be a list like this.
We end with a copy of the character sheet.
Wow. Where to begin.
Ok first of this game is very nearly perfect and I hate it so much. That's not true. I hate that I didn't come up with it and publish it sooner. But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer. Plus the inclusion of their yearbook pictures and own background made this book for me. I LOVED reading J'Town because I could see and feel my own J'Ville in it. I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.
Everything feels right about this game, to be honest. I even have a potential "Series" in mind for it.
Can't wait to do more with it! I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.
Next time I look at the supplements.
Sunday, June 24, 2018
Survive This! Dark Places & Demogorgons Week
I am going to spend some quality time this week with Bloat Games' Dark Places & Demogorgons.
The game is set in the 1980s and uses the same basic rules as 1970's era D&D. The game owes more than just a little to Stranger Things, but also to just the glorious weird times that was the 1980s.
The same cauldron that gave us the Satanic Panic would later set the groundwork for shows like The X Files and Buffy the Vampire Slayer. This alchemical brew would also fuel so many of my games from then til now.
This game hits all my nostalgia buttons in one nice tight little package. Spending the week with it is going to be a real treat. Weird little towns, vampires, werewolves, ghosts and maybe the best soundtrack ever.
So load up your favorite 80s mixtape, put on your Member's Only jacket and pull out your Trapper Keepers full of graph paper dungeons and let's explore some Dark Places!
The game is set in the 1980s and uses the same basic rules as 1970's era D&D. The game owes more than just a little to Stranger Things, but also to just the glorious weird times that was the 1980s.
The same cauldron that gave us the Satanic Panic would later set the groundwork for shows like The X Files and Buffy the Vampire Slayer. This alchemical brew would also fuel so many of my games from then til now.
This game hits all my nostalgia buttons in one nice tight little package. Spending the week with it is going to be a real treat. Weird little towns, vampires, werewolves, ghosts and maybe the best soundtrack ever.
So load up your favorite 80s mixtape, put on your Member's Only jacket and pull out your Trapper Keepers full of graph paper dungeons and let's explore some Dark Places!
Thursday, June 21, 2018
Wednesday, June 20, 2018
Wednesday Night Videos: Happy Summer Solstice!
Right now, as of this posting, the sun is rising over Stonehenge to celebrate the longest day of the year. The Summer Solstice.
For some reason, I always want to play this song.
I would be lying if I said I never wrote an AD&D adventure based solely on this song.
Of course, "Solstice" means "Sun stand still".
Plus Aimee Mann was so cute in this video. I had the biggest crush on her back then.
Though the Solstice means we begin the slow, inevitable fall to Winter.
Enjoy the sun while you can!
For some reason, I always want to play this song.
I would be lying if I said I never wrote an AD&D adventure based solely on this song.
Of course, "Solstice" means "Sun stand still".
Plus Aimee Mann was so cute in this video. I had the biggest crush on her back then.
Though the Solstice means we begin the slow, inevitable fall to Winter.
Enjoy the sun while you can!
Tuesday, June 19, 2018
Plays Well With Others: Making 5e Bloodied
Yesterday I talked about how my Nentir Vale/Demon Slayers 5e game is a reboot of my 4e game and I will be adding more 4e elements to it.
Today I spent some time with D&D 4e Essentials to see what I could glean from that.
I know a lot of people had problems with 4e. I was not one of those people. I liked 4e and really wanted to give it more time.
5e is so flexible that there is so much you can do to it and it won't break the system. 4e was a very tight game, so tight that pulling out one piece had some serious impacts.
I am hoping that this will not break 5e; I doubt it will.
Bloodied in 5e
When a creature or character is reduced to half their HP or less (rounding down) they are bloodied. This can trigger a number of actions. I want to mix as much 4e and 5e as I can here.
Characters
These are taken from Dungeons & Dragons Player Essentials: Heroes of the Forgotten Kingdoms.
Dragonborn
When you are bloodied you may invoke your Dragonborn Fury. You gain a +1 racial bonus to attack rolls.
Half-Orc
When you are bloodied during an encounter you may invoke your Half-Orc Resilience. The first time you are bloodied during an encounter you gain temporary hp equal to your Proficiency Bonus + your Constitution modifier.
Tieflings
Bloodhunt: You gain a +1 racial advantage on attack rolls against bloodied targets.
Monsters
All of these creatures (for the most part) come from Dungeons & Dragons Essentials: Monster Vault.
Aboleth Overseer
Psychic Slime (standard; recharges when first bloodied)
Angel
Angelic Presence: When not bloodied attacks against the angel are at Disadvantage.
Beholder
Death Ray (necrotic): If the target is bloodied before or after the attack, it is also dazed (save ends).
Blood Fiend
The blood fiend gains combat advantage against any living bloodied enemy.
Bulette
When bloodied the creature burrows underground and uses it's Second Wind.
Demon, Babu
Bite: The target also takes ongoing 5 acid damage, or ongoing 10 acid damage if the babau is bloodied (save ends).
Demon, Hezrou
Noxious Stench: Any enemy that makes an attack while in the aura takes 10 poison damage, or 20 poison damage while the hezrou is bloodied.
Demon, Marilith
Weapon Dance (melee): Recharge when first bloodied. Can attack again.
Demon, Vrock
Spores of Madness: DC 20 Wisdom Save to enemies within 5'. On a failed save 3d10+6 Poison damage and the target is dazed. Successful save, half damage.
Demon, Balor
Flaming Body: Normally aura is 2 squares or 10 feet. When bloodied it expands to 3 squares/15 feet. Any enemy that starts its turn in the aura takes 10 fire damage, or 20 fire damage while the balor is bloodied.
Devil, Kyton
Chains of Vengeance: The devil can attack with it's chains twice.
Dragon (all)
Bloodied Breath: When first bloodied the dragon can recharge and use it's breath weapon.
When Bloodied a Dragon can critical on 18-20.
Drake, Rage
When bloodied the rage drake has Advantage on attacks.
Eye of Flame
Fiery Burst (when first bloodied and again when the eye of flame is reduced to 0 hit points) Close burst 2; DC 20 Dexterity save; 2d8 + 6 fire damage.
Gnoll
Blood Frenzied: The gnoll adds their Proficiency bonus to damage to all melee attacks when bloodied.
Golem, Flesh
When bloodied the golem can make a slam attack at Advantage.
Hag
When bloodied make one additional claw attack.
Lizard Folk
Additional tail sweep attack (1d6) when first bloodied.
Lycanthrope, Werewolf
Attack advantage on bloodied targets.
Proficiency bonus added to damage when bloodied.
Ochre Jelly
When bloodied the creature splits into two creatures, each with hit points equal to one-half its
current hit points. Effects on the original ochre jelly do not apply to the second one.
(this is in addition to the split described in the 5e MM).
Owlbear
Stunning Screech: When bloodied the owlbear will Screech (close blast, 15'). DC 15 Constitution save or be stunned.
Vampire
The vampire takes damage while bloodied they become insubstantial and gains fly speed 60'. The vampire cannot attack or use cloud of bats. This effect lasts for 1 hour or until the vampire ends it as a minor action.
The vampire has combat Advantage on bloodied targets.
I am not sure how all of these will work out. In many cases, the monsters are now more deadly. I might need to compensate with a bonus of 5 to 10 XP.
If it works well my son has offered to do more of these for me.
Today I spent some time with D&D 4e Essentials to see what I could glean from that.
I know a lot of people had problems with 4e. I was not one of those people. I liked 4e and really wanted to give it more time.
5e is so flexible that there is so much you can do to it and it won't break the system. 4e was a very tight game, so tight that pulling out one piece had some serious impacts.
I am hoping that this will not break 5e; I doubt it will.
Bloodied in 5e
When a creature or character is reduced to half their HP or less (rounding down) they are bloodied. This can trigger a number of actions. I want to mix as much 4e and 5e as I can here.
Characters
These are taken from Dungeons & Dragons Player Essentials: Heroes of the Forgotten Kingdoms.
Dragonborn
When you are bloodied you may invoke your Dragonborn Fury. You gain a +1 racial bonus to attack rolls.
Half-Orc
When you are bloodied during an encounter you may invoke your Half-Orc Resilience. The first time you are bloodied during an encounter you gain temporary hp equal to your Proficiency Bonus + your Constitution modifier.
Tieflings
Bloodhunt: You gain a +1 racial advantage on attack rolls against bloodied targets.
Monsters
All of these creatures (for the most part) come from Dungeons & Dragons Essentials: Monster Vault.
Aboleth Overseer
Psychic Slime (standard; recharges when first bloodied)
Angel
Angelic Presence: When not bloodied attacks against the angel are at Disadvantage.
Beholder
Death Ray (necrotic): If the target is bloodied before or after the attack, it is also dazed (save ends).
Blood Fiend
The blood fiend gains combat advantage against any living bloodied enemy.
Bulette
When bloodied the creature burrows underground and uses it's Second Wind.
Demon, Babu
Bite: The target also takes ongoing 5 acid damage, or ongoing 10 acid damage if the babau is bloodied (save ends).
Demon, Hezrou
Noxious Stench: Any enemy that makes an attack while in the aura takes 10 poison damage, or 20 poison damage while the hezrou is bloodied.
Demon, Marilith
Weapon Dance (melee): Recharge when first bloodied. Can attack again.
Demon, Vrock
Spores of Madness: DC 20 Wisdom Save to enemies within 5'. On a failed save 3d10+6 Poison damage and the target is dazed. Successful save, half damage.
Demon, Balor
Flaming Body: Normally aura is 2 squares or 10 feet. When bloodied it expands to 3 squares/15 feet. Any enemy that starts its turn in the aura takes 10 fire damage, or 20 fire damage while the balor is bloodied.
Devil, Kyton
Chains of Vengeance: The devil can attack with it's chains twice.
Dragon (all)
Bloodied Breath: When first bloodied the dragon can recharge and use it's breath weapon.
When Bloodied a Dragon can critical on 18-20.
Drake, Rage
When bloodied the rage drake has Advantage on attacks.
Eye of Flame
Fiery Burst (when first bloodied and again when the eye of flame is reduced to 0 hit points) Close burst 2; DC 20 Dexterity save; 2d8 + 6 fire damage.
Gnoll
Blood Frenzied: The gnoll adds their Proficiency bonus to damage to all melee attacks when bloodied.
Golem, Flesh
When bloodied the golem can make a slam attack at Advantage.
Hag
When bloodied make one additional claw attack.
Lizard Folk
Additional tail sweep attack (1d6) when first bloodied.
Lycanthrope, Werewolf
Attack advantage on bloodied targets.
Proficiency bonus added to damage when bloodied.
Ochre Jelly
When bloodied the creature splits into two creatures, each with hit points equal to one-half its
current hit points. Effects on the original ochre jelly do not apply to the second one.
(this is in addition to the split described in the 5e MM).
Owlbear
Stunning Screech: When bloodied the owlbear will Screech (close blast, 15'). DC 15 Constitution save or be stunned.
Vampire
The vampire takes damage while bloodied they become insubstantial and gains fly speed 60'. The vampire cannot attack or use cloud of bats. This effect lasts for 1 hour or until the vampire ends it as a minor action.
The vampire has combat Advantage on bloodied targets.
I am not sure how all of these will work out. In many cases, the monsters are now more deadly. I might need to compensate with a bonus of 5 to 10 XP.
If it works well my son has offered to do more of these for me.
Monday, June 18, 2018
Father's Day Weekend Gaming
Had a fairly packed weekend game wise.
Friday was our local Public Library sale. Sometimes we can find some gems, but this time all we found was this book on potions.
Saturday was Free RPG Day. We all went and got some books. Of course, we still ended up buying a bunch of stuff too.
Sunday, Father's Day, we went back to the Nentir Vale to finish off the Blood Reavers. The Demon Slayers found some more clues and are headed to the Well of Demons now.
We want to add more 4e feel to this game. Just like our Order of the Platinum Dragon 5e game is more "old school" in feel and the Second Campaign has more of a 3e feel.
I have some Encounter Cards I want to use and I'd love to work "Bloodied" into our combats. I think that might be fun. Using some 4e stats the monsters are much tougher and these characters are already having more issues than their other 5e counterparts.
For reasons too various to name, our gnome druid, Dimbel Timbers, has adopted this has his theme song:
Every character should have a theme song.
Friday was our local Public Library sale. Sometimes we can find some gems, but this time all we found was this book on potions.
Saturday was Free RPG Day. We all went and got some books. Of course, we still ended up buying a bunch of stuff too.
Sunday, Father's Day, we went back to the Nentir Vale to finish off the Blood Reavers. The Demon Slayers found some more clues and are headed to the Well of Demons now.
We want to add more 4e feel to this game. Just like our Order of the Platinum Dragon 5e game is more "old school" in feel and the Second Campaign has more of a 3e feel.
I have some Encounter Cards I want to use and I'd love to work "Bloodied" into our combats. I think that might be fun. Using some 4e stats the monsters are much tougher and these characters are already having more issues than their other 5e counterparts.
For reasons too various to name, our gnome druid, Dimbel Timbers, has adopted this has his theme song:
Every character should have a theme song.
Friday, June 15, 2018
Kickstart Your Weekend: Harvesters
Troll Lords does great Kickstarters. This one is no exception.
Harvesters the Role Playing Game
https://www.kickstarter.com/projects/676918054/harvesters-the-role-playing-game
From the Kickstarter:
In any case, this looks like fun.
Harvesters the Role Playing Game
https://www.kickstarter.com/projects/676918054/harvesters-the-role-playing-game
From the Kickstarter:
WHAT IS HARVESTERS?This would have been great when my kids were little. But I still think it would be a lot of fun.
Harvesters is a complete all-in-one table top role playing game packaged in a stout box, with rules, dice, adventures and maps!
Begin an epic journey in the rugged tracks of unlikely heroes. Enter the world of Harvesters, where badgers, rabbits, squirrels, and otters launch into adventures of epic wonder. Here, the smallest of creatures take on the roles of the greatest heroes: Knights, Druids, Clerics, Rogues, Wizards, and Fighters. Together, they tackle the greatest of exploits, from rescuing the princess to finding lost treasure. You'll find no humans here, only animals. They live their daily lives and do work just like humans do in your world. You may find a rabbit as a local constable, or a squirrel as a baker or a mouse as a black smith.
Art by Jim Holloway!
Chose from one of five animals to play: rabbits/hares, squirrels, badgers, otters, and mice.
In any case, this looks like fun.
Labels:
AA,
CnC,
kickstarter
Tuesday, June 12, 2018
OMG: Babylonian, Sumerian and Akkadian, Part 3
I want to wrap up this edition of OMG with some of the missing gods and demons from the Babylonian, Sumerian and Akkadian myths in the Deities & Demigods.
Let's mention an OBVIOUS miss here.
Where is Ereshkigal? The world's first goth-girl and she isn't here? That's a freaking crime in my book. Well, let's fix that. If you want to classify her she belongs to the Sumerian Myths, her cult has been taken over by her husband Nergal by the time of the Babylonian myths.
Ereshkigal
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 250
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to poisons, disease, and death causing magic
MAGIC RESISTANCE: 75%
SIZE: M (6')
ALIGNMENT: Neutral Evil
WORSHIPER'S ALIGN: All alignments
SYMBOL: Female with four wings and clawed feet
PLANE: Kur (section of Hades)
CLERIC/DRUID: 15th level cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST/WITCH: 25th level witch
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:25 ( + 7, + 14) 1: 20 W: 15 D: 20 C: 23 CH: 25
Animal: Owl
Color: Black
Day of Worship: Friday
Ereshkigal is Queen of the Underworld. Here she keeps the dead and not even the gods can sway her. She has made exceptions, in particular to her sister Innana/Ishtar, but to none other.
Ereshkigal knows all the spells granted by the Sumerian gods, since all secrets come to her. She also knows all the spells of witchcraft, which are of her design. She can cast two spells per round at separate targets if she chooses.
Her rivalry with her sister Innana/Ishtar is legendary.
Ereshkigal would later be syncretized with the Greek Hecate and some of her aspects would also form the story of Lilith. Indeed in my own research time, the Burney Relief has gone from a representation of Lilith (which was tenuous at best) to a representation of Ereshkigal.
She is mentioned in Return to the Keep on the Borderlands and I swear there were other mentions of her in other D&D books, but so far I found nothing.
Pazuzu
Also not present in the D&DG, but certainly a demon of note (and notoriety) is Pazuzu. Good old Pazuzu was the king of the demons of the wind and the bringer of storms, famine, and drought. He was the demon of the southwestern wind. He was not a god, though he was the son of the god Hanbi/Hanbu.
Pazuzu, of course, rose to fame and popularity thanks in large part to the Exorcist movies. I consider the Exorcist to be one of the scariest movies ever made and having Pazuzu as the "big bad" only helps that. A demon as old as civilization itself? Yeah, that's some scary shit. He makes his AD&D debut in the Monster Manual II.
He seems to have a long history even in myth. He is likely an Assyrian import, maybe even from the Levant. So that is quite a demonic pedigree to be the demon of so many different cultures. In my games, Pazuzu is an Eodemon, a demonic race that appeared before all the others.
One thing not considered in Monster Manual II version of him is his battles to stop another demon Lamashtu. Pazuzu effectively guards human from her evils.
Lamashtu
Now in truth, I see why she was not included. I mean if no Pazuzu then no need to have her too. According to some texts, she was a demoness or a goddess. She is also associated with witchcraft and the murder or newborns and infants. She has many features that would later be syncretized by or with Lilith and other female night demons. She is currently a god in the Pathfinder setting.
I posted a demon Lamashtu a while back. Here are some stats.
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-3
ARMOR CLASS: -1
MOVE: 9"/12"
HIT DICE: 10
% IN LAIR: 25%
TREASURE TYPE: F
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-8
SPECIAL ATTACKS: bonus of +2 to hit; also see below (Con drain)
SPECIAL DEFENSES: + 1 or better weapons to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: L (9'+ tall)
PSlONlC ABILITY: 150
Attack/Defense Modes: A, C, D/F, G, H
Lamashtu are powerful demons, close only to the Lilitu themselves. Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms. Their natural form is a horrid hybrid of a linoness’ head, donkey ears, and teeth, a hairy human female body, with the hindquarters of a pig. They are commonly holding a large snake. In their “human” form they prefer to disguise themselves as old women or nursemaids. This gives them access to their preferred prey, newborn babies. Once she has gained access to a new-born babe she will carry it off till she can find a safe place to eat it. Lamashtu are not tempters, they hunger and only flesh will satisfy them. They can be held at bay if a witch prepares a special talisman. Her song drains Constitution to all who hear it, 2 points per night. Anyone so drained must make a Constitution based save or fall asleep.
Lamashtu may cast spells as a 7th level witch.
Dagon
Dagon is an improt to this mythology.
Here is another problem. Dagon is a god. Dagon is a demon. Dagon is some sort of Lovecraftian Old One. Or he is all of those things.
I think my favorite take on him was in the 3.5 edition Hordes of the Abyss and the 4th edition Monster Manual 2. Where he is just this really ancient thing. For me that makes him an Eodemon.
Somehow I'd like to capture all aspects of this creature in one whole.
I think it is time to leave the Fertile Crescent. Should I move forward alphabetically or chronologically?
You can read Part 1 here.
You can read Part 2 here.
Let's mention an OBVIOUS miss here.
Where is Ereshkigal? The world's first goth-girl and she isn't here? That's a freaking crime in my book. Well, let's fix that. If you want to classify her she belongs to the Sumerian Myths, her cult has been taken over by her husband Nergal by the time of the Babylonian myths.
![]() |
Burney Relief |
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 250
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to poisons, disease, and death causing magic
MAGIC RESISTANCE: 75%
SIZE: M (6')
ALIGNMENT: Neutral Evil
WORSHIPER'S ALIGN: All alignments
SYMBOL: Female with four wings and clawed feet
PLANE: Kur (section of Hades)
CLERIC/DRUID: 15th level cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST/WITCH: 25th level witch
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:25 ( + 7, + 14) 1: 20 W: 15 D: 20 C: 23 CH: 25
Animal: Owl
Color: Black
Day of Worship: Friday
Ereshkigal is Queen of the Underworld. Here she keeps the dead and not even the gods can sway her. She has made exceptions, in particular to her sister Innana/Ishtar, but to none other.
Ereshkigal knows all the spells granted by the Sumerian gods, since all secrets come to her. She also knows all the spells of witchcraft, which are of her design. She can cast two spells per round at separate targets if she chooses.
Her rivalry with her sister Innana/Ishtar is legendary.
Ereshkigal would later be syncretized with the Greek Hecate and some of her aspects would also form the story of Lilith. Indeed in my own research time, the Burney Relief has gone from a representation of Lilith (which was tenuous at best) to a representation of Ereshkigal.
She is mentioned in Return to the Keep on the Borderlands and I swear there were other mentions of her in other D&D books, but so far I found nothing.
Pazuzu
Also not present in the D&DG, but certainly a demon of note (and notoriety) is Pazuzu. Good old Pazuzu was the king of the demons of the wind and the bringer of storms, famine, and drought. He was the demon of the southwestern wind. He was not a god, though he was the son of the god Hanbi/Hanbu.
Pazuzu, of course, rose to fame and popularity thanks in large part to the Exorcist movies. I consider the Exorcist to be one of the scariest movies ever made and having Pazuzu as the "big bad" only helps that. A demon as old as civilization itself? Yeah, that's some scary shit. He makes his AD&D debut in the Monster Manual II.
He seems to have a long history even in myth. He is likely an Assyrian import, maybe even from the Levant. So that is quite a demonic pedigree to be the demon of so many different cultures. In my games, Pazuzu is an Eodemon, a demonic race that appeared before all the others.
One thing not considered in Monster Manual II version of him is his battles to stop another demon Lamashtu. Pazuzu effectively guards human from her evils.
Lamashtu
Now in truth, I see why she was not included. I mean if no Pazuzu then no need to have her too. According to some texts, she was a demoness or a goddess. She is also associated with witchcraft and the murder or newborns and infants. She has many features that would later be syncretized by or with Lilith and other female night demons. She is currently a god in the Pathfinder setting.
I posted a demon Lamashtu a while back. Here are some stats.
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-3
ARMOR CLASS: -1
MOVE: 9"/12"
HIT DICE: 10
% IN LAIR: 25%
TREASURE TYPE: F
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-8
SPECIAL ATTACKS: bonus of +2 to hit; also see below (Con drain)
SPECIAL DEFENSES: + 1 or better weapons to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: L (9'+ tall)
PSlONlC ABILITY: 150
Attack/Defense Modes: A, C, D/F, G, H
Lamashtu are powerful demons, close only to the Lilitu themselves. Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms. Their natural form is a horrid hybrid of a linoness’ head, donkey ears, and teeth, a hairy human female body, with the hindquarters of a pig. They are commonly holding a large snake. In their “human” form they prefer to disguise themselves as old women or nursemaids. This gives them access to their preferred prey, newborn babies. Once she has gained access to a new-born babe she will carry it off till she can find a safe place to eat it. Lamashtu are not tempters, they hunger and only flesh will satisfy them. They can be held at bay if a witch prepares a special talisman. Her song drains Constitution to all who hear it, 2 points per night. Anyone so drained must make a Constitution based save or fall asleep.
Lamashtu may cast spells as a 7th level witch.
Dagon
Dagon is an improt to this mythology.
Here is another problem. Dagon is a god. Dagon is a demon. Dagon is some sort of Lovecraftian Old One. Or he is all of those things.
I think my favorite take on him was in the 3.5 edition Hordes of the Abyss and the 4th edition Monster Manual 2. Where he is just this really ancient thing. For me that makes him an Eodemon.
Somehow I'd like to capture all aspects of this creature in one whole.
I think it is time to leave the Fertile Crescent. Should I move forward alphabetically or chronologically?
You can read Part 1 here.
You can read Part 2 here.
Monday, June 11, 2018
Weekend Gaming: Back into the Nentir Vale!
Gaming life at the Brannan house has been dominated by my oldest son running three separate and independent D&D 5 games. My youngest is playing in one of them. So a lot of games are happening in my house, just most of them don't involve me!
Well we got a chance to work in one of our three campaigns this weekend, my 4e/5e Forgotten Realms blend Into the Nentir Vale.
This weekend the party went into the Thunderspire Mountains to learn more and potentially stop the Bloodreavers, a gang of slavers. Here they have learned of more conspiracies and more infiltration by demons into the Realms. Harper agent Jassic Winterhaven/Jassic Goodwalker has already been assigned to keep an eye on them.
I am also taking a page out of the Forgotten Realms novel series "The Brimstone Angels" and having the growing population of Dragonborn worshipping the Babylonian/Sumerian/Akkadian gods or what is known in the Realms as the Untheric Pantheon in Powers & Pantheons.
The heroes managed to get into the Temple of Eyes and have killed the leaders of the Bloodreavers. I am going to skip ahead to the Well of Demons since I really need to trim these adventures down anyway. But it should be a lot of fun!
Well we got a chance to work in one of our three campaigns this weekend, my 4e/5e Forgotten Realms blend Into the Nentir Vale.
This weekend the party went into the Thunderspire Mountains to learn more and potentially stop the Bloodreavers, a gang of slavers. Here they have learned of more conspiracies and more infiltration by demons into the Realms. Harper agent Jassic Winterhaven/Jassic Goodwalker has already been assigned to keep an eye on them.
I am also taking a page out of the Forgotten Realms novel series "The Brimstone Angels" and having the growing population of Dragonborn worshipping the Babylonian/Sumerian/Akkadian gods or what is known in the Realms as the Untheric Pantheon in Powers & Pantheons.
The heroes managed to get into the Temple of Eyes and have killed the leaders of the Bloodreavers. I am going to skip ahead to the Well of Demons since I really need to trim these adventures down anyway. But it should be a lot of fun!
Friday, June 8, 2018
Kickstart Your Weekend: Runewild
This one just came to me today and it looks so cool I have to share.
https://www.kickstarter.com/projects/matthewjhanson/the-runewild-a-fey-themed-5e-sandbox-campaign?ref=theotherside
A dark, fey themed 5e adventure sandbox featuring 12 different witch covens?
It sounds like someone has been reading my Christmas list!
160+ pages and we get:
Seriously. Let's get this one backed and funded so we can have all this great stuff.
Plus it looks like the book is already done, just minus some art and layout.
Looks great.
https://www.kickstarter.com/projects/matthewjhanson/the-runewild-a-fey-themed-5e-sandbox-campaign?ref=theotherside
A dark, fey themed 5e adventure sandbox featuring 12 different witch covens?
It sounds like someone has been reading my Christmas list!
160+ pages and we get:
- A history of the Runewild and its surrounding settlements.
- 100 detailed encounter areas for player characters to explore.
- New optional rules for exploring and resting
- Advice for running a sandbox campaign
- A new feat: Fey-Touched
- 13 unique magic items (like witch embers and the staff of clarity and confusion)
- 32 new monsters (including clockwork dwarves, fey lions, giant forest sloths, and the terrifyingly beautiful Golden Bodach).
- Detailed descriptions of the histories, motivations, and weaknesses of the witches of the Runewild, including the Whitebone Sisters; Missus Switch, the swine hag; Korthsuva, the Witch of Hours; and the hag-queen Griselda, Mother of Ogres.
Seriously. Let's get this one backed and funded so we can have all this great stuff.
Plus it looks like the book is already done, just minus some art and layout.
Looks great.
Thursday, June 7, 2018
This Old Dragon: Issue #71
Grabbing an early one from my stack today and I see this is another one from Eric Harshbarger. How can I tell? The cover is intact and it doesn't smell like mildew. Which is great because this is also one of my favorite covers. Certainly in my top ten.
So let's see, March 1983. Heavy into B/X D&D at this point, though I do know about AD&D. We used to regularly mix and match so this was never an issue. So let's crack these pages and get going with issue #71 of This Old Dragon!
I mentioned this was one of my favorite covers and I think it might also be the first Clyde Caldwell cover I had ever seen. It's also a fairly atypical Caldwell cover. But I still like it.
Nice back of the cover ad for the AD&D books.
Letters starts off with a general WTF on the Mazes and Monsters movie. I have to agree. It's been ages since I have seen it, maybe I should look it up. (It is free on AmazonPrime).
First up is the man himself, Gary Gygax From the Sorcerror's Scroll on new druid spells. Of we know a lot of these make their way to Unearthed Arcana, that is still a bit away. He also mentions that the Cavalier is coming next month and that we should not believe everything we read about TSR in other magazines. We also get some sneak peaks into upcoming modules. Temple of Elemental Evil is now designated WG 2, part 1 and 2. The Maze of Xaene by Rob Kuntz is also "on the way".
The Blink of a Wizard's Eye is the fiction section.
Mind of the Monster by Bruce Humphrey is one of the articles that you know you should do, but wonder why sometimes you don't. That is give the monsters the benefit of their intelligence. Yes, their overall purpose is to be defeated by the PCs, but at least they can be intelligent about it.
Gary is back with Greyhawk's World featuring some demi- and quasi- gods of Greyhawk. Also known as some of Gary's and gang former characters. We get Heward (a Wizard), Keoghtom (of the ointment fame), Murlynd (refugee from the "Wild West"). and Kelanen.
Ronald Hall has a huge article on attack priority in Who Gets the First Swing? A new rule system to help add some detail and "realism" to combat. There are tables after tables detailing what the monsters can do. Me? I am happy with initiative as it is/was.
The Taming of Brimstone is a Boot Hill adventure that I might transfer over to Ghosts of Albion and give it a go. Looks fun. Anyone play it?
Roger Moore has some Astral Plane answers in Sage Advice.
More Gary and More Gods in The Deities and Demigods of Greyhawk. We get Erythnull, Incabulos, Nerull, Ralishaz, and Wastri. Fun stuff really.
Few pages of ads. There have not really been that many ads in this issue.
Ken Rolston reviews Swordbearer. John Warren reviews Dunzhin. I have to admit I am not at all familiar with either game.
More ads.
What's New.
Dragonmirth.
and Wormy.
All in all a good issue, but a product of it's time really. Not a lot I can reuse today, but sure was fun to reread.
Want to know what was going on the same time in White Dwarf? Check out my White Dwarf Wednesday #39 post which was my first White Dwarf ever.
So let's see, March 1983. Heavy into B/X D&D at this point, though I do know about AD&D. We used to regularly mix and match so this was never an issue. So let's crack these pages and get going with issue #71 of This Old Dragon!
I mentioned this was one of my favorite covers and I think it might also be the first Clyde Caldwell cover I had ever seen. It's also a fairly atypical Caldwell cover. But I still like it.
Nice back of the cover ad for the AD&D books.
Letters starts off with a general WTF on the Mazes and Monsters movie. I have to agree. It's been ages since I have seen it, maybe I should look it up. (It is free on AmazonPrime).
First up is the man himself, Gary Gygax From the Sorcerror's Scroll on new druid spells. Of we know a lot of these make their way to Unearthed Arcana, that is still a bit away. He also mentions that the Cavalier is coming next month and that we should not believe everything we read about TSR in other magazines. We also get some sneak peaks into upcoming modules. Temple of Elemental Evil is now designated WG 2, part 1 and 2. The Maze of Xaene by Rob Kuntz is also "on the way".
The Blink of a Wizard's Eye is the fiction section.
Mind of the Monster by Bruce Humphrey is one of the articles that you know you should do, but wonder why sometimes you don't. That is give the monsters the benefit of their intelligence. Yes, their overall purpose is to be defeated by the PCs, but at least they can be intelligent about it.
Gary is back with Greyhawk's World featuring some demi- and quasi- gods of Greyhawk. Also known as some of Gary's and gang former characters. We get Heward (a Wizard), Keoghtom (of the ointment fame), Murlynd (refugee from the "Wild West"). and Kelanen.
Ronald Hall has a huge article on attack priority in Who Gets the First Swing? A new rule system to help add some detail and "realism" to combat. There are tables after tables detailing what the monsters can do. Me? I am happy with initiative as it is/was.
The Taming of Brimstone is a Boot Hill adventure that I might transfer over to Ghosts of Albion and give it a go. Looks fun. Anyone play it?
Roger Moore has some Astral Plane answers in Sage Advice.
More Gary and More Gods in The Deities and Demigods of Greyhawk. We get Erythnull, Incabulos, Nerull, Ralishaz, and Wastri. Fun stuff really.
Few pages of ads. There have not really been that many ads in this issue.
Ken Rolston reviews Swordbearer. John Warren reviews Dunzhin. I have to admit I am not at all familiar with either game.
More ads.
What's New.
Dragonmirth.
and Wormy.
All in all a good issue, but a product of it's time really. Not a lot I can reuse today, but sure was fun to reread.
Want to know what was going on the same time in White Dwarf? Check out my White Dwarf Wednesday #39 post which was my first White Dwarf ever.
Wednesday, June 6, 2018
OMG: Babylonian, Sumerian and Akkadian, Part 2
Again, I am not doing this to poke holes in the scholarship of the original authors of Deities & Demigods. We have learned a great deal more about these myths and stories than we knew back in the 1980s. AND this is not a historical text. This is a game book, it has different rules as it were.
Who's In Charge Around Here?
I do have one nitpick that I need to get off my chest and it involves Marduk. What makes Babylonian myths well, Babylonian, is that they come from the city of Babylon. Whose chief god was Marduk. So who is this Anu guy? Well...these are not easy questions. Anu was an important god of the Mesopotamian religion and described as the father of Enlil (see the Sumerian myths) and the first main god worshiped...well ever, calling him the "Chief of all the Babylonian Deities" is a stretch. Now if "Babylonian" = these gods and not "Babylonian" = The City of Babylon then ok. But the chief god of Babylon was Marduk. He was the most powerful and the one later kings of Babylon would swear fealty to; known as "Taking the Hand of Marduk". So why isn't Marduk the 400 hp Greater God? Well I guess this works better for this book.
Also, the physical description of Marduk has me scratching my head a bit. None of the reliefs I have seen look like that. In fact the only other place I have seen this version of Marduk is in the Real Ghostbuster cartoon "I Am the City".
For the record. I DO think Marduk would have LOVED New York and the Ultimate City. And I say this as a Chicagoan.
I believe the image came from descriptions of Marduk seeing twice as much/far as others, or being more than the other gods and men.
Bizzare Love Triangle
It's hard to talk about Marduk in AD&D and NOT bring up Tiamat. Heck even in the Ghostbusters cartoon Marduk (the god of civilization) battles Tiamat the Goddess of Chaos. Hmm. Ok, so let's go back a bit.
The year is 1990 and young former-Physics, turned Psychology, student Tim Brannan has become disillusioned with the physics-envy in his field and wants something a little more on the start-up edge of science. Enter Chaos Theory. The book "Turbulent Mirror: An Illustrated Guide to Chaos Theory and the Science of Wholeness" was released and I was mesmerized. I was convinced (and still am on some levels) that my then research into human memory based on chaotic structures (see my senior honors paper and eventual Master Thesis). I never got a far as I wanted on this. Maybe one day.
That is not important today. Today I want to talk about the Turbulent Mirror and Tiamat.
Now I remembered from my class in mythology some 2-3 years before that Tiamat represented Chaos. Turbulent Mirror took this and ran with it, and took my imagination with it.
Why is Tiamat a "Lawful evil" dragon? Shouldn't she be Chaotic Evil?
I have talked about Tiamat many times, but this post explains why I want to be Chaotic and not Lawful.
So now we have Tiamat battling Marduk and Tiamat battling Bahamut. I used to refer to this as the "Bizzare Love Triangle" after the New Order song. Irritated my then DM to no end. I will need to come back to Bahamut some day. Is he Marduk? No. But I have no good reasoning yet. MAYBE Marduk is the only "non-human diety" because he looks like a Dragonborn! That would work well with what they are doing with the Dragonborn in the Forgotten Realms.
I keep Tiamat mostly as she is in the Monster Manual. Save she is now Chaotic Evil. She always acted like it anyway.
Dragon Tales
Tiamat is not the only dragon in the Babylonian myths.
Right above Druaga is another Persian import, Dahak.
Dahak, or Zahhak or Aži Dahāka is the "three-headed dragon of death". Wow. How could that even be remotely ignored?
Well while Dahak certainly sounds like one of the monsters that Tiamat would produce he is from Iran and not Iraq like Tiamat is (to use the modern countries).
When my oldest son was little we grabbed every book on dragons we could find. He loved, and still loves, dragons. He read the stories about Dahak and decided that this was the dragon he wanted to explore more.
To that end he came up with both OSR stats and Pathfinder/3.x stats. He is working on a 5e version too since that is now his game of choice.
For us, Aži Dahāka is the offspring of Tiamat and Demogorgon. Part of an ancient pact to provide them both with a monster capable of great destruction. Well, they got more than they could handle.
Funny thing is that when Liam decided to take on Aži Dahāka and I had forgotton all about Dahak in this book. I am glad I could come back to him full circle as it were.
Wow. I still have more to say about this part of the world. Looks like a Part 3 will has to happen.
You can read Part 1 here.
You can read Part 3 here.
Tuesday, June 5, 2018
Got My OSR Patch
Just in time for Gen Con!
I'll get one of these sewn on to my "bag of holding" before August.
Want one? Check out the original post over at Tenkar's.
Monday, June 4, 2018
OMG: Babylonian, Sumerian and Akkadian, Part 1
Then were they known to men by various Names,
And various Idols through the Heathen World.
- Milton, Paradise Lost, Book 1
For this posting of One Man's God, I thought it best to go back where it all began for me.
The Babylonian myths in the Deities and Demigods are one of the most interesting collections of characters in the book really. I was fascinated by them and when I got to college I jumped at the chance to take a mythology class and learn more. There Professor Joan O'Brien (yes I remember her 30 years later, she was that good) told the story of Gilgamesh and Marduk and many others in the Enûma Eliš, or When On High. So I am likely to spend a couple of posts on this topic just because it is so rich.
Now I want to clear about one thing. I am not here to dismiss or deride the research done by James M. Ward and Robert J. Kuntz. They did what they did without the benefit of computers, the internet and the collected archeological knowledge I have access too since 1980. For example, there were some pretty significant finds in 1984 and published in 1992 that would have changed some things. Plus they were not writing for historical, archeological, or mythological scholarship. They were writing first and foremost for the AD&D game. So let's keep that all in mind when digging through the rubble of ages.
Alas, Babylon
The myths of the Sumerians, Akkadians, and Babylonians represent some of the oldest myths and stories mankind has intact. Dating back to 3500 BCE these are quite old. Sumer, Akkad, and Babylon (the Empire, not just the city) roughly share the same area between the Tigris–Euphrates rivers, they also shared related languages; Sumerian, but mostly Akkadian. They used the same cuneiform writing and they recorded them on clay tablets. They shared gods and they shared a culture. While there is more time (more than twice the time really) between the rise of the Sumerian city-states and the fall of the last Babylonian empire than there is between Babylon and now, we tend to view them as related.
Because of this I am more likely to treat the Babylonian Mythos and the Sumerian Mythos of the D&DG as being one and not two.
Druaga
Let's start with what can only be called the Poster Boy for this series. Druaga, Ruler of the Devil World. We really don't know much about this guy other than he is a real monster. We know he never appears to anyone the same way twice, yet he has a true form that frightens others. He is Lawful evil and can summon devils (except Archdevils) and can turn victims of his mace attacks into devils.
Is it me or does his mace remind you of Asmodeus' Ruby Rod?
I have a lot of issues with Druaga here.
If you thought he doesn't really seem to fit the Babylonian gods then you are right. He doesn't appear to be one of their gods at all. There is a connection to "Druj" which is an Avestan (proto-Iranian) spirit of corruption. But that concept comes from later and further away than Babylon. He appears to be made up whole cloth for this book. The only other reference to him in anything like this form is from a 1984 video game and later anime; Doruāga no Tō or The Tower of Druaga. The game features Gilgamesh and Ki, who seems to be based on the Sumerian Goddess Ki (yeah I have some issues with her too...). Druaga even looks similar to the D&DG version.
There is also the issue that despite his obvious power there is no place for him in the devils' hierarchy. He is more powerful than Asmodeus and can create new devils besides. So what gives?
In my own games, I took Druaga and I put him on the first layer of Hell in place of Tiamat (more on her in a bit). First, I figured he was a better fit since I wanted Tiamat to be Chaotic Evil and he had the look. I had already started dividing my devils into the ruling and serving classes. The rulers were the fallen angels or everyone from a pitfiend up. The servers were the less human looking devils (Eventually called "Shedim" or Demons of Rage in my games) Druaga was their leader.
To steal from the greats I had made my Hell already filled with some creatures. Some the Fallen took over and others they kicked out. I also made my first level of Hell the place where the pagans go, ala Dante's Inferno.
Over the years we have gotten a number of Rulers of Avernus; Tiamat, Bel and now Zariel. Maybe Druaga was there first.
Looking at his stats he is pretty powerful. Strength at 24, Intelligence at 18, Dexterity at 23, Constitution at 25, and a Charisma of -4. Only his 13 Wisdom fails to be godly.
He is listed as a 15th level fighter, 15th level magic-user, and 15 level assassin. If we give him 15 HD and maximum hp (d8+7 for Con) then that gives us 225 hp. Not far off from his 230.
He has 75% magic resistance as well as being immune to breath-weapons.
So why is he not ruling hell?
If we go with the Politics of Hell article as a guide, Druaga was the ruler but was deposed when the Angels fell and became Devils.
For starters, I am happy with 15 HD, though higher is also nicer. The 1e AD&D Monster Manual sets the Pit Fiend at 13 HD, so 15 HD for a former ruler, reduced in power works for me.
Druaga, Former Ruler of Hell
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 12"/24"
HIT DICE: 15 (230 hp)
% IN LAIR: 95%
TREASURE TYPE: J, R
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-15/6-15 (1d10+5)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful Evil
SIZE: L (9' tall)
PSIONIC ABILITY: Nil
When the Angels fell after the War in Heaven, Druaga was already there. When faced with the legions of the Fallen, Druaga surrendered his ruby mace to the leader of the Fallen. Eventually, it came into the possession of the Arch Duke Asmodeus.
Druaga still holds considerable power. He lives in a giant ziggurat temple on Avernus where the souls of the damned still perform service to him. He can summon any devil of Pit Fiend status or lower to his aid once a day in numbers from 2-20.
Druaga has all the same immunities as do other Devils, he is also 100% immune to the effects of all breath weapons.
Next time we will talk dragons.
You can read Part 2 here.
You can read Part 3 here.
And various Idols through the Heathen World.
- Milton, Paradise Lost, Book 1
For this posting of One Man's God, I thought it best to go back where it all began for me.
The Babylonian myths in the Deities and Demigods are one of the most interesting collections of characters in the book really. I was fascinated by them and when I got to college I jumped at the chance to take a mythology class and learn more. There Professor Joan O'Brien (yes I remember her 30 years later, she was that good) told the story of Gilgamesh and Marduk and many others in the Enûma Eliš, or When On High. So I am likely to spend a couple of posts on this topic just because it is so rich.
Now I want to clear about one thing. I am not here to dismiss or deride the research done by James M. Ward and Robert J. Kuntz. They did what they did without the benefit of computers, the internet and the collected archeological knowledge I have access too since 1980. For example, there were some pretty significant finds in 1984 and published in 1992 that would have changed some things. Plus they were not writing for historical, archeological, or mythological scholarship. They were writing first and foremost for the AD&D game. So let's keep that all in mind when digging through the rubble of ages.
Alas, Babylon
The myths of the Sumerians, Akkadians, and Babylonians represent some of the oldest myths and stories mankind has intact. Dating back to 3500 BCE these are quite old. Sumer, Akkad, and Babylon (the Empire, not just the city) roughly share the same area between the Tigris–Euphrates rivers, they also shared related languages; Sumerian, but mostly Akkadian. They used the same cuneiform writing and they recorded them on clay tablets. They shared gods and they shared a culture. While there is more time (more than twice the time really) between the rise of the Sumerian city-states and the fall of the last Babylonian empire than there is between Babylon and now, we tend to view them as related.
Because of this I am more likely to treat the Babylonian Mythos and the Sumerian Mythos of the D&DG as being one and not two.
Druaga
Let's start with what can only be called the Poster Boy for this series. Druaga, Ruler of the Devil World. We really don't know much about this guy other than he is a real monster. We know he never appears to anyone the same way twice, yet he has a true form that frightens others. He is Lawful evil and can summon devils (except Archdevils) and can turn victims of his mace attacks into devils.
Is it me or does his mace remind you of Asmodeus' Ruby Rod?
I have a lot of issues with Druaga here.
If you thought he doesn't really seem to fit the Babylonian gods then you are right. He doesn't appear to be one of their gods at all. There is a connection to "Druj" which is an Avestan (proto-Iranian) spirit of corruption. But that concept comes from later and further away than Babylon. He appears to be made up whole cloth for this book. The only other reference to him in anything like this form is from a 1984 video game and later anime; Doruāga no Tō or The Tower of Druaga. The game features Gilgamesh and Ki, who seems to be based on the Sumerian Goddess Ki (yeah I have some issues with her too...). Druaga even looks similar to the D&DG version.
There is also the issue that despite his obvious power there is no place for him in the devils' hierarchy. He is more powerful than Asmodeus and can create new devils besides. So what gives?
In my own games, I took Druaga and I put him on the first layer of Hell in place of Tiamat (more on her in a bit). First, I figured he was a better fit since I wanted Tiamat to be Chaotic Evil and he had the look. I had already started dividing my devils into the ruling and serving classes. The rulers were the fallen angels or everyone from a pitfiend up. The servers were the less human looking devils (Eventually called "Shedim" or Demons of Rage in my games) Druaga was their leader.
To steal from the greats I had made my Hell already filled with some creatures. Some the Fallen took over and others they kicked out. I also made my first level of Hell the place where the pagans go, ala Dante's Inferno.
Over the years we have gotten a number of Rulers of Avernus; Tiamat, Bel and now Zariel. Maybe Druaga was there first.
Looking at his stats he is pretty powerful. Strength at 24, Intelligence at 18, Dexterity at 23, Constitution at 25, and a Charisma of -4. Only his 13 Wisdom fails to be godly.
He is listed as a 15th level fighter, 15th level magic-user, and 15 level assassin. If we give him 15 HD and maximum hp (d8+7 for Con) then that gives us 225 hp. Not far off from his 230.
He has 75% magic resistance as well as being immune to breath-weapons.
So why is he not ruling hell?
If we go with the Politics of Hell article as a guide, Druaga was the ruler but was deposed when the Angels fell and became Devils.
For starters, I am happy with 15 HD, though higher is also nicer. The 1e AD&D Monster Manual sets the Pit Fiend at 13 HD, so 15 HD for a former ruler, reduced in power works for me.
Druaga, Former Ruler of Hell
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 12"/24"
HIT DICE: 15 (230 hp)
% IN LAIR: 95%
TREASURE TYPE: J, R
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-15/6-15 (1d10+5)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful Evil
SIZE: L (9' tall)
PSIONIC ABILITY: Nil
When the Angels fell after the War in Heaven, Druaga was already there. When faced with the legions of the Fallen, Druaga surrendered his ruby mace to the leader of the Fallen. Eventually, it came into the possession of the Arch Duke Asmodeus.
Druaga still holds considerable power. He lives in a giant ziggurat temple on Avernus where the souls of the damned still perform service to him. He can summon any devil of Pit Fiend status or lower to his aid once a day in numbers from 2-20.
Druaga has all the same immunities as do other Devils, he is also 100% immune to the effects of all breath weapons.
Next time we will talk dragons.
You can read Part 2 here.
You can read Part 3 here.
Friday, June 1, 2018
Kickstart Your Weekend: No One Warps For Free
Venger is back and this time he has some new for the universe of Alpha Blue.
The newest and now full color Alpha Blue supplement, Alpha Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free! Is being kickstarted today.
I will freely admit. I love Alpha Blue. 70s Sci-Fi sleaze is almost as much fun as 70s horror sleaze and I love them both. Alpha Blue is one of my favorite all time RPG books. Not books Venger has done, but all RPG books. Why? Because it is so over the top and really in an infinite universe a space station like Alpha Blue would exist.
Venger always delivers on his kickstarters so this one should be no different. He is promising a minimum of 30 pages and all full color.
New classes include Bard, Primitive Screwheads and Space sorcerers. Hell, it sounds like so much fun I might need to come up with a sect of my own Sisters of the Aquarian Order to play with this. Oh know! Before they take their final oaths all prospective Sisters are given 24 hours where they are free to do whatever they want. Well, a group of near-graduating space witches have chosen to party on Alpha Blue.
So check this out. Alpha Blue is Venger's best selling line for a reason.
Thursday, May 31, 2018
This Old Dragon: Issue #99
Setting the controls on the Delorean for July 1995. Summer of between my Sophomore and Junior years in high school. I played AD&D every weekday that I wasn't working and on the weekends when I could. One big screen is Back to the Future, a franchise that will one day head to the magical futuristic year of 2015. Our cars still don't fly. Duran Duran get's the first #1 song for Bond Film on the US charts. So let's get into our Delorean's, set the flux capacitor to July 1985 and dance into the fire of Issue #99 of This Old Dragon!
Issue #99 is an often forgotten issue in my mind. On one side we have issue #90, the Tenth Anniversary issue and on the other #100. Poor old 99 kinda gets forgotten. The cover from Clyde Duensing III is fine, but nothing special.
Letters has some questions about the Gorgon from the last Ecology Of article.
Kim Mohan's editorial talks about how Unearthed Arcana will "change the way the AD&D game is played." Not sure it did that, but it certainly began what would later become the edition wars.
The Forum covers some of these questions, in particular, the new Demi-human level limits.
Stephen Inniss is back this time with The Neutral Point of View. Or how to play those lawful, chaotic, and true neutral characters, monsters and NPCs. It's a good read and some of the philosophy would later appear in D&D 3.
Tables and Table of Troops by James Yates is actually a little more than just tables. It does, however, talk a lot about how armies move. I am pretty sure my then DM used these ideas for our world-wide war. The advantage to this article is it can still be used with every version of the D&D game.
Win $10,000 for playing an RPG? Can't be true! But that is what Pacesetter says in this ad.
Nigel D. Findley, a name I associate a lot with later 80s D&D, is up with The Ecology of the Will-o-Wisp. I covers what I always felt was ill-defined at best, the relationship between boggarts and Wisps. I think I prefer the undead version of the Wisp found in D&D 5.
Ah now, this article I do remember. Kevin Anderson and Kristine Thompson team up to give us That's Life in the Big City. We came back to this article a lot when we (my then gaming group) were working on our "Urban Survival Guide". There is not a lot here, but there is a good overview of what a fortified city is like.
Some ads.
Flipping back I see I am missing pages 30 to 39.
Looking at my CD-Rom I see it was History of a game that failed:An essay on mistakes and how not to make them by David F. Godwin. I wonder why the original owner cut this one out?
The World Gamer's Guide. Coming Attractions from TSR. This includes a new RPG, PROTON FIRE by Bruce Nesmith. Can't wait to play that one!! (more later)
The centerpiece here is the Treasure Trove II but mine is gone. No surprise there I guess.
It's too bad really. The article on Swords was good if I recall right.
Merle and Jackie Rasmussen are back with Authentic Agencies, Part III. This time they cover the Communist Bloc including the KGB and SSD, and the Middle East. It's like a trip down memory lane.
Another ad from our good friend Ramal LaMarr.
After the fiction bit we come to the Ares section.
Let's see. Alex Curylo gives us some tanks for Star Frontiers in Tanks a Lot!
It's actually kind of a great article and I remember cutting it out and putting it in my KnightHawks boxed set.
Psybots and Battle Mechs gives us a look at the new PROTON FIRE game. Look closely, because to my knowledge this is all we will ever see of that game. I have no idea why it never saw the light of day.
Marvel-Phile has some Russian super-heroes.
A Gamma-World article that has been cut out.
Lots of Cons in the Convention Calendar.
Gamer's Guide has the small ads.
Wormy weighs in at 2 pages. Snarf at 3.
All in all not a real memorable issue, minus the magic items and the article on the cities.
Want to know what was going on over the pond at this time? Check out my review for White Dwarf #67.
Take us home Ramal!
Issue #99 is an often forgotten issue in my mind. On one side we have issue #90, the Tenth Anniversary issue and on the other #100. Poor old 99 kinda gets forgotten. The cover from Clyde Duensing III is fine, but nothing special.
Letters has some questions about the Gorgon from the last Ecology Of article.
Kim Mohan's editorial talks about how Unearthed Arcana will "change the way the AD&D game is played." Not sure it did that, but it certainly began what would later become the edition wars.
The Forum covers some of these questions, in particular, the new Demi-human level limits.
Stephen Inniss is back this time with The Neutral Point of View. Or how to play those lawful, chaotic, and true neutral characters, monsters and NPCs. It's a good read and some of the philosophy would later appear in D&D 3.
Tables and Table of Troops by James Yates is actually a little more than just tables. It does, however, talk a lot about how armies move. I am pretty sure my then DM used these ideas for our world-wide war. The advantage to this article is it can still be used with every version of the D&D game.
Win $10,000 for playing an RPG? Can't be true! But that is what Pacesetter says in this ad.
Nigel D. Findley, a name I associate a lot with later 80s D&D, is up with The Ecology of the Will-o-Wisp. I covers what I always felt was ill-defined at best, the relationship between boggarts and Wisps. I think I prefer the undead version of the Wisp found in D&D 5.
Ah now, this article I do remember. Kevin Anderson and Kristine Thompson team up to give us That's Life in the Big City. We came back to this article a lot when we (my then gaming group) were working on our "Urban Survival Guide". There is not a lot here, but there is a good overview of what a fortified city is like.
Some ads.
Flipping back I see I am missing pages 30 to 39.
Looking at my CD-Rom I see it was History of a game that failed:An essay on mistakes and how not to make them by David F. Godwin. I wonder why the original owner cut this one out?
The World Gamer's Guide. Coming Attractions from TSR. This includes a new RPG, PROTON FIRE by Bruce Nesmith. Can't wait to play that one!! (more later)
The centerpiece here is the Treasure Trove II but mine is gone. No surprise there I guess.
It's too bad really. The article on Swords was good if I recall right.
Merle and Jackie Rasmussen are back with Authentic Agencies, Part III. This time they cover the Communist Bloc including the KGB and SSD, and the Middle East. It's like a trip down memory lane.
Another ad from our good friend Ramal LaMarr.
After the fiction bit we come to the Ares section.
Let's see. Alex Curylo gives us some tanks for Star Frontiers in Tanks a Lot!
It's actually kind of a great article and I remember cutting it out and putting it in my KnightHawks boxed set.
Psybots and Battle Mechs gives us a look at the new PROTON FIRE game. Look closely, because to my knowledge this is all we will ever see of that game. I have no idea why it never saw the light of day.
Marvel-Phile has some Russian super-heroes.
A Gamma-World article that has been cut out.
Lots of Cons in the Convention Calendar.
Gamer's Guide has the small ads.
Wormy weighs in at 2 pages. Snarf at 3.
All in all not a real memorable issue, minus the magic items and the article on the cities.
Want to know what was going on over the pond at this time? Check out my review for White Dwarf #67.
Take us home Ramal!
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