Thursday, March 2, 2023

This Old Dragon: Issue #91

Dragon Magazine #91
I thought I would turn back to pages of one of my musty old Dragons. Today's topic comes to us from October of 1984. Gygax is still at TSR. Prince and the Revolution still dominate the airwaves with "Let's Go Crazy" hitting number 1 following the success of "When Doves Cry" and preceding the success of the single "Purple Rain."  Nick Nolte and JoBeth Williams star in the number #1 box office "Teachers." All I remember from that movie was Crispin Glover was really insane in it. On the shelves in the local Waldenbooks is Issue #91 of This Old Dragon.

I did not own this one back in the day. My High School DM and I had an agreement to pick up every other issue. This was the one he got.  I found the cover to be really cool and thought that it would make for a great concept. Something we would try about four years later. 

I did finally get an issue. The one I have is beat up and missing a cover and some pages.  This image is from my Dragon Magazine CD-ROM.

We are introduced to the new Table of Contents page. It is easier to read than the older one with the gray background and will be the standard for a while.  

Letters praise the recent Katherine Kerr articles and have a few helpful suggestions. The recent Rust Monster ecology didn't fare as well. 

Nice ad for Milton Bradley's Broadsides & Boarding Pirates. Back when gaming magazines would run ads for their competitors. The ships from that game would make great props in a sea-faring adventure. 

The Forum is less praise-filled on Katherine Kerr's stance on playing evil characters. while I have played evil characters in the past I find playing them these days a bit tedious. Playing a good character was always more fun for me. 

Gary is up with From the Sorcerer's Scroll.  This one deals with some of the new demon information (and one demon) we will see in the upcoming Monster Manual II.

Long-time contributor Stephen Inniss is back with Realistic Vital Statistics. This is a new guide and system for how much a particular humanoid-like creature, from pixie size to titans, should weigh based on height.  The system certainly works and has a lot of internal consistency which is what you need in a game system. He points out some inconsistencies with the data provided in DMG and attempts to make it better. He does give practical and magical adaptations to the Square-Cube Law (though he does call his observations this, that is what it is) and it plainly sets out why giants could never have existed like described in D&D. I do like his notion there is some sort of magic at work here, maybe a low-level sort of levitation spell going on.  It is a very useful article.

Dragon Magazine MVP (certainly of this issue) Ed Greenwood is up with The Ecology of the Leucrotta. I will fully admit when I first saw this my first thought was "Why? There are so many other interesting creatures out there." Which I think is the whole point. This article and the one on the Slithering Tracker (the first Ecology of article I ever read) pointed out that even so-called "pointless" or even "useless" monsters can be interesting. It also helped shift my focus of D&D/AD&D as "character-centric" to "normal human-centric" and realizing that even a "pointless" monster can be a huge threat. This also reminds me I should do a retrospective at one point on all of these Ecology of articles. 

Ecology of the Leucrotta

More Devils. More Hell. And more Ed Greenwood! Nine Hells Revisited gives us some details about the devils and hells they live in. We get some new devils, some of which I have not seen repeated since. There are even a couple that share their names with others like the Greater Devil Dagon (formerly Jaqon), the Greater Devil Azazel, and the Arch Devil Gargoth (formerly Astaroth).  This is every bit as useful as the series from Dragons #75 and #76. 

Ed follows this up with Eight Devilish Questions. This is the article than also originally clued me it to how to figure out the HD of various higher level demons and devils. I say clued me, but in reality it was more along the line of "duh, why didn't I think of that!" 

Nice ad for White Dwarf.  Bigger ad for the 10th Anniversary set of D&D books. Really, really wish I had grabbed those then. Of course, if I had they would have gotten lost with all my other AD&D books from that time.

A big overview slash big advertisement is next the first Dragonlance novel, Dragons of Autumn Twilight in Chronicles: A Novel Idea. I know a lot of gamers around my age and older complain about Dragonlance, but frankly I don't get it. It did change the game, but in all ways for the better. 

Dragonlance

Ad for Bard Games' The Compleat Fantasy Series and The Atlantean Trilogy follows.

My entire middle section is gone here. It was The Treasure Trove. I am not sure if I took this out or if it was like that when I bought this box of old Dragons.  While by the rules I invented for myself saying I could not review what I don't have, I do want to make one minor breach of that.

What is missing?

As I mentioned, this particular issue was bought by my DM at the time. He took all the magic items here, and a few more of his own, that rewrote all the magic item tables in the DMG. Impressive or ADHD? You decide. Anyway, we were running a small side quest for my paladin, Johan Werper II, and decided that he was on a quest (something that I later would call a "Secret Journey" that all member of his holy order had to do.  On this quest, to make a long story short, he found the sword Demonbane. It fit so well with his quest that I made it and even the Citadel of Conjurers a part of my world mythos. MY Demonbane and Citadel of Conjurers took on a different life than the ones that eventually were published in the Forgotten Realms but history was made on that cold rainy afternoon in October.

Penny Perricord is up with Spies' Advice, some questions and answers for Top Secret. Normally this particular column was written by Top Secret Head Administrator Merle Rasmussen. Not sure why he wasn't here. Maybe out watching the Top Secret! movie?

Coming Attractions lets us know what is getting published soon by TSR. An Indiana Jones adventure  Crystal Death. Some Dragonlance metal minis. The second Conan adventure. The odd one, 2001: A Space Odyssey for Star Frontiers. I never grabbed this, but I wondered with a universe like Star Frontiers with lasers and robots and faster-than-light travel, we would get one about a ship that only made it to Jupiter.  Well that is the nature of licenses boys and girls. Indian Jones, Conan, and Dave Bowman here were all part of TSR's big license push. I am pretty sure they lost money on these.

Speaking of Sci-Fi the Ares section is up next.

"Does Anyone Here Speak Aslan?" from Joseph Benedetto, Jr. covers language skills in Traveller.  It is a pretty good guide and one I would adopt for other sci-fi games like Star Frontiers. 

Sadly I am missing the next pages of Day of the Juggernaut a Star Frontiers scenario by William Tracy. I am also missing the Marvel Phile of Cloak and Dagger, two of my favorite Marvel characters to be honest.

Alex Curylo is up with Careers in Star Law. This is a follow-up to Kim Eastland's article in Dragon #87. Not about lawyers, but law enforcement. 

Not to be forgotten but we do get some new Gamma World material in Don't Leave Home Without 'em! from Scott Hutcheon. This covers new gear for Gamma World.

Our short fiction piece, The Rune and the Dragon, is by Lawernce Watt-Evans.

Paul Smith reviews the Shōgun card game. Ken Rolston is back with full reviews of Mercenaries, Spies, & Private Eyes, Death at Dunwich from Theatre of the Mind Enterprises for Call of Cthulhu (I always like the cover of this one), and The Vanishing Investigator for Gangbusters. He has capsule reviews of Dragons of Despair (he didn't care for it), Marvel Super Heroes, and Bree and the Barrow Downs from ICE for MERP.

Gamers' Guide covers all the small ads. Including an ad for Texas Instruments TI-99 programs to create characters. So yeah computer character generators are at least 40 years old. The rather infamous "Who sez dragons don't fly" t-shirt is featured twice. Lots of other t-shirts too. 

Ad for the Indian Jones RPG.  Wormy, Dragon Mirth, and Snarf Quest wrap up this issue.

All in all a really great issue. Lots of great articles, including many that can still be used today. Did Malarea ever see her diabolic plans come to light? I must know!


#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 2

 The bars to this cell are long gone, and it is easy to see why.  Inside is a large armadillo-like creature. Once the PCs come close to the opening, it rushes out in a frenzy of hunger.






Inside is a Magiphagous Rust Monster. It is the last offspring of one of many failed magical experiments. Many generations of these creatures have lived over the years and this is the last one. The bars to it's cell are gone, but due to a special magic placed on the other bars to the other cells it has not tried to eat those.
  
Rust Monster, Magiphagous  (Old-School Essentials)
Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on the remains of magical metals.
AC 2 [17], HD 7 (31hp), Att 1 × feeler (rusting), THAC0 13 [+6], MV 120’ (40’), SV D11 W12 P13 B14 S15 (5), ML 9, AL Neutral, XP 175, NA 1d4 (1d4), TT None
  • Rusting: Magical metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust.  Each time a magic item is affected, it loses one “plus”.  Each item gets a base saving throw of 13, plus any "pluses" the magical item has.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Smell metal: Attracted by the scent of magical metals such as weapons, armors and artifacts.
Appearing as a paler and larger version of the rust monster, these creatures are otherwise exactly the same as rust monsters, save for one detail.   These creatures only eat magical metals.


Wednesday, March 1, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 1

 The stairs from the back of Room 28 on level 2 lead a long way down.  They end at a large iron gate.  The gate is 20' wide and at least 15' tall. It opens in the middle, and it is locked.  The rusty nature of this lock imposes a -5% penalty on opening. The gate, though, is also weak enough that combined strength of 24 can pull it open.

Level 3, Room 1

There are claw marks visible on the stone after the gate, but none before it. There are alcoves to either side for guards on both sides of the gate (four total).  There is an ambient eldritch glow throughout the place. 

The hallway continues on.

--

Notes about this level. This is where the Citadel of Conjurers kept their magical experiments. It has long been rumored that this is the birthplace of the Owlbear and other magical monstrosities.  When the Vampire Queen took control here, she raised many of these dead creatures as various types of undead so she could keep them as "guard dogs."

My goal this month will be to populate this level with all sorts of new monsters.

Tuesday, February 28, 2023

Mail Call Tuesday: Basic Old School

I wasn't planning this one today, but I got some surprises in the mail.  

New Books

Both of these will get full reviews later on.

Blue Flame, Tine Stars, or it's full title, Blue Flame, Tiny Stars: A Memoir of Early Experiences Playing the Holmes Edition of the World’s Most Superlative Role-Playing Game, is from Stephen Wendell and it recounts his experiences at the dawn of the RPG scene and with Holmes Basic in particular. I have flipped through it and it looks like a delightful read. It is available as Print on Demand and PDF.

Chivalry & Sorcery Basic Rules is also available as Print on Demand and PDF. It is a stripped-down, basic, version of the 5th edition of the Chivalry & Sorcery RPG. A great place for newbies to the C&S game.

Chivalry & Sorcery is my third of three games I want to use as my D&D 5 replacement, so I will have some characters and ideas for this game later on.

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 28

Down this short passageway from the torture chamber is another large room. The door is standard to unlock. 

Room 28

This large room used to be the barracks for this dungeon level. It was also where all the weapons were kept.  There are plenty of weapons here and a few are still usable. Allow players to restock what they need.

As the characters search the room they will begin to uncover a nest of Ghost Spiders.  These look like large undead spiders but they are really demonic necromantic projections.  They were summoned here from all the fear and death and have never left.

They will attack the party as soon as they are found.

In the back is hidden door that is easily discovered it leads to a flight of stairs going down.

Monday, February 27, 2023

Monstrous Monday: Tribute to Jonathan Thompson

Jonathan Thompson
Something a little different today and altogether too sad.

Normally I spend today doing monster write-ups, reviews of monster books, or even updating my slow progress on my Basic Bestiary. But today I want to talk about something else.

Last week Jonathan Thompson passed away.  He was well-known, and well-liked, by many in the RPG community. 

I met Jonathan through our mutual love of the Victorian period. We became fans of each other's RPGs as well.

I helped a very, very tiny bit with the newest version of Gaslight, with some of my material making into one other Battlefield Press book.  Mostly though he had come to me for advice and edits on the 3.x and 5e monsters he had been working on.

Among other thingshe was due to publish my "Darwin's Guide to Creatures, Mythical and Mundane." A monster manual for the Victorian era and for Gaslight in particular. 

It got pushed back a few times but he had approached me over the summer to get it updated. I was going through Covid at the time and could not get back to him. When I could he had developed health issues of his own.

I typically ran into him at Gen Con. Out of thousands of people there, we always would run into each other. We typically hit the food trucks and chatted about things.  We had, over the years, continued to talk about monsters, the Victorian era, and more. I find it sad that I am no longer going to get to that.  

There is a Go Fund Me set up to cover his expenses. I urge all my readers to send whatever they can. 

His family are in my thoughts and hopefully, I can send some donations their way.

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 27

The hall turns to the right and opens up into a large area. 

torture chamber

This room was obviously a torture chamber. There are still racks, stocks, and other implements of torture still to be found here.

There are still two victims here who have been unable to leave, Two Wraiths.

These wraiths are not allied and will attack the party without regard for other.

There is some treasure here the wraiths have collected from previous victims. Both have Treasure Type E.