Thursday, September 18, 2025

This Old Dragon: Best of The Dragon Vol #1

Best of The Dragon Vol #1
 This is the first issue from the Eric C. Harshbarger collection. I did have a copy already, but it is in rather sad shape. I have had a copy of this issue for a bit. I was hesitant to review it since it not exactly the same as reviewing a proper issue of Dragon. This is a curated collection, or as it says on the cover, a Best of. Part of the fun of This Old Dragon is reflecting on the issue, what I was doing at the same time it was out, and finding the gems, or lumps of coal, in each one. But, I am very willing to make an exception for Best of The Dragon vol. 1 and Best of Dragon vol. II for various reasons. First, I am not likely to find the older issues they cover, especially from Vol 1. Secondly, these issues were part of my D&D experiences growing up. I remember getting my copy of Best of Vol. II at the same time I picked up Expedition to the Barrier Peaks. My old high school DM, Grenda, and I agreed he would buy the odd-numbered ones and I the even-numbered ones. So there is some added nostalgia for me. So lets get into it.

I should note that this issue is really just "Best of The Dragon." There no other volumes to be a Vol. I for yet. But it will come soon.

Best of The Dragon

This best-of collection was initially published in 1980 and was edited by Tim Kask. It covers the Strategic Review and The Dragon vols I and II, or the first two years of The Dragon. So, from 1975 to 1978. Game-wise, this also covers the era of Original D&D and the dawn of AD&D.  

What I want to get from this is a feel for what was going on then. 1975 to 1978 is a great time since this predates my own involvement in the game. I would not start playing until 1979. So the Best of Dragons were like hidden treasures of a bygone age. These were my "Glamdring" and "Orcrist" treasures. That is, if Gygax was Turgon and Lake Geneva was Gondolin. 

This reads like a White Paper for AD&D. You can see how, where, and even why AD&D was made here with the various additions and rule guidelines. To expand on this further to my own interests, the lack of inclusion of the witch class seems a little odder. 

There are a lot of articles here and they are packed together. I will mention them all, but some might not get much more than that. Others though are very interesting.

Section 1: Design/Designer's Forum

This all reads like rough drafts of the AD&D game presented from the D&D point of view. I should also add that Metamorphosis Alpha also gets some coverage.

Planes by Gary Gygax gives us our first look at what will become the famous D&D "wheel" cosmology. The color-coded planes of this article make it slightly more useful than its Player's Handbook counterpart.

How Green Was My Mutant, also by Gygax, gives us some random human mutation tables. I note these can be used in conjunction with the the random demons tables in the back of this issue. More on that later. 

What follows are some more MA articles, Some Ideas Missed in Metamorphosis Alpha by James M. Ward and An Alternate Beginning Sequence for Metamorphosis: Alpha (note the colon) by Guy W. McLimore, Jr. It is easy to see the ideas brewing that would transform MA into Gamma World. 

Hints for D&D Judges is a three-part series from Joe Fischer helping what will be called Dungeon Masters. I like the use of "Judge" here, very much old-school and the original idea for DM. Part 1 covers towns. Part 2 is Wilderness, and Part 3 is the Dungeon itself.

The amazing Lee Gold has a rare Dragon appearance with her article on Languages or Could You Repeat that in Auld Wormish? Given the discussions I have had here on languages, you know this is one that I have gone back to many times. 

Tony Walston is up with The Development of Towns in D&D. It covers two pages and is packed really. I think some of this morphed into future articles about towns. Like all articles from this time, it is largely "here are your tools, go build it," which is great and works well for me. I am fairly sure that Grenda used some of this for all the cities he built and we adventured in.

On the other side of this is Let There Be A Method To Your Madness from Richard Gilbert. This article details how you should design your dungeons from the ground up, er, down. Followed by Daniel Clifton with Designing For Unique Wilderness Encounters. There is an assumption here, I think, that this is largely for a hex-crawl sort of adventure. 

Jim Ward is back with two more MA-related articles, Deserted Cities of Mars and The Total Person In Metamorphosis Alpha

Ok, now this one is an odd one. How Heavy Is My Giant is overtly a good article. It is a math-intensive guide on how much a giant-sized human should weigh. The article was "written" by Shlump Da Orc. Seriously? The article is good and whoever wrote it should be taking credit.

Rob Kuntz is up with Tolkien in Dungeons & Dragons. Knowing what I know now, this article hits a little differently. Though there is one solid point that was very true then and very true now. While there are similarities between Tolkien and D&D, they are not the same thing. The best example is the elves. D&D elves are not the immortals of Tolkien, nor should they be.

Jim Ward, our MVP of this collection, is up again with Notes From a Semi-Successful D&D Player. It is a bit of his reflections on playing as long as he had been at that point. He continues these thoughts on Some Thoughts on the Speed of a Lightning Bolt. This is less about how fast a lightning bolt moves, and more about how fast the wizard can cast the spell. 

The Meaning of Law and Chaos in Dungeons & Dragons and Their Relationships to Good and Evil is next. It sounds like the title of a Master's Thesis, and in a way, it is. It was from Gary Gygax himself and it is in my opinion required reading. The graph of the soon-to-be AD&D alignment system is more complex than what we see in either Holmes Basic D&D or the AD&D Player's Handbook. There is a sense of "degree" or "intensity" in this. So, Demons are the most Chaotic Evil, then followed by Red Dragons (back then, yes), Trolls, and moving closer to Neutral, Orcs, Efreeti, Wereboars, and more. So not all creatures of the same alignment experience or act the exact same way. I think this distinction was lost later on. Suggesting that a Chaotic Evil creature can only act as chaotic evil. 

This is the start of a series of articles by Gygax. There is a short article, Gary Gygax on Dungeons & Dragons which covers how Gary says he started the game. We know now of course it was much more involved that the handful of paragraphs here. This is followed by D&D is Only as Good as the DM. This is the first mention in this magazine of the "Dungeonmaster" (one word).

The Dungeons & Dragons Magic System is next from Gary and covers how the D&D magic system evolved out of Chainmail.

Section 2: Dragon Mirth

This section covers some of the "funnier" articles from TSR/The Dragon.

There is a Monster Reference Table Addition for a bunch of creatures they just made up for this. Sort of amusing I guess. 

Jake Jaquet is up with The Search for the Forbidden Chamber. A bit of fiction. 

Omar Kwalish (really Tim Kask) is up with What To Do When the Dog Eats Your Dice. Which is actually helpful, in a silly premise way. What to do if you don't have dice handy. Granted this is an artifact of the time. Everyone has a phone with access to dice rollers. But he also provides some solid 20th-century solutions like chits, cards, numbered straws/sticks, spinners, and even calculators with random functions. I used to use that one a lot. 

Excerpt From An Interview With A Rust Monster from Michael McCrery is honestly best ignored. But I am sure someone out there enjoyed it. 

While Sturmgeschutz & Sorcery is a silly idea from Gary Gygax, it has some practical uses. Namely, how much damage can a WWII tank do in D&D terms? The emphasis here is more Chainmail in origin than D&D, but it is still fun to read. 

Section 3: Variants

Ok, now this section is much more interesting and gives us what The Dragon did the best: providing us with new material for our games.

Peter Aronson has two articles about Illusionists. The first gives us the class to 13th level and 5th level spell ability, and the next extends this to 14th level and 7th level spell ability. Both include a bunch of new spells. It honestly looks perfect to add to my Expert Set box.

Jim Ward is back with treasures found in Tombs & Crypts.

Gary is also next with Halflings, Dwarves, Clerics & Thieves in Dungeon! In this case, the Dungeon board game. I am going to make copies of this one and put it in all my copies of Dungeon. Not only are there new rules for these player types, but there are also new treasures and new monsters. 

Best of the Dragon Dungeon! add-ons

Doug Schwegman has a classic one for me next, the original Bard class in Statistics Regarding Classes: (Additions) - BARDS. I have played this Bard in the past and it works out great. The feel is more OD&D + Greyhawk, but that also means it would work well in Basic D&D and even AD&D. This is the one I used for my 1st Ed version of Nida. 

Joe Fischer has a "new" Ranger class in The Original Ranger Class. Again, the presentation makes it look perfect for Basic D&D.

Charles Preston Goforth, Jr. is up from The Dragon #5 with Wizard Research Rules. This expands the rules covered in OD&D and again in The Dragon #2. It is a pretty solid set of rules for spell and magic item research. I'd have to compare it to later editions, but what strikes me about it is the simplicity of it all. 

Ah. Next is the first version of the venerable Dragon Magazine Witch class in Witchcraft Supplement for Dungeons & Dragons. There is no author listed, not even Tim Kask knows who wrote it, but it is quite well written. It is overtly for OD&D Prime. Even before Greyhawk was released. The "Best Of" format has it neatly confined to 5 pages of text with some art. There is a lot to love about this article and class, really, and I am still puzzled why we never got an official witch class in old-school D&D.  Though, I suppose if we had I'd be over here droning on about something else. 

Best of the Dragon Witch Class

An ad for Fantasy Games Unlimited. 

John M. Seaton is up with Monkish Combat in the Arena of Promotion, or how monks gain levels officially.  It has diagrams that remind me of old martial-arts manuals. 

Two pages of tables for Solo Dungeons & Dragons Adventures by Gary Gygax, with contributions from George A. Lord and play testing by Ernie Gygax and Robert Kuntz. I mean, it looks like it could work. I know for certain if I had seen this I would have tried to write a BASIC program to mimic this. I mean it would not be very difficult at all. 

George Rihn is up with Lycanthropy - The Progress of the Disease. Which is basically discussing lycanthropes and XP progression for lycanthrope levels. It also looks pretty solid and I wonder why it didn't catch on. Though as I have mentioned many times, my Appendix N is more Hammer Horror than it is Pulp Fantasy; playing a werewolf is something that was going always come up in my games.

The Japanese Mythos are next by Jerome Arkenberg. This appeared originally in The Dragon #13 from 1978 and uses the format laid out by 1976's Gods, Demigods, & Heroes. There are three and half pages here and there are more entries than seen in the Japanese Mythos section of Deities & Demigods

Paul Montgomery Crabaugh and Jon Pickens have two similar articles, Random Monsters and D&D Option: Demon Generation, respectively. With a few dice rolls you can create any sort of monster; living, undead or demon, to fill your dungeons. Combine these with the How Green was my Mutant article above and you can generate thousands. Again, this is exactly the sort of thing I would have tried to program in BASIC on my old TRS-80 Color Computer 2!

Best of The Dragon Random Monsters

I said this was packed, right?

Ok, so a lot of great articles here that hit heavy on the nostalgia, but also still have some use today. I might try that random monster generator, or more to the point recombine it all and see what I can come up with. Maybe Python or something. Could be fun.

The Witch, of course, is the star for me. Love going back and looking at this older version. 

One of the big issues I have with this collection is that while I can lump it all into a specific time, the time before I played, I miss the nuances of the times. I mean, I was very different from 1975 to 1978, and so was our hobby. I would have liked to see the date and issue each of these was published originally, like Best of Dragon Vol II does. I do miss the ads and the commentary from that time, though. 

Still, it is a fascinating, if brief, glimpse into a time that remains a foreign country to me. 

Should I do Best of Dragon Vol II? Have to think about that. 

Wednesday, September 17, 2025

Witchcraft Wednesdays: Expanding the War of the Witch Queens

Dungeon #42
 I mentioned a bit back that I need want to revise my War of the Witch Queens. The first idea was to redo it all for Wasted Lands. Good so far.  Plus I found some other adventures I want to add, namely The Folio Black Label #3 White Witch and Black Stone from Art of the Genre.

I also found this resource online that details all the adventures from Dungeon Magazine issues #1 to #100. These are all AD&D 1st ed, 2nd ed, and BECMI adventures with some 3rd edition. So, I went looking for all the "witch" adventures.

Here is what I found.

  • Added: "Monsterquest" by Vince Garcia, Issue #10, Levels 1-3, AD&D 1st Ed.
  • "The Wards of Witching Ways" Issue #11, Levels 3-5, AD&D 1st Ed.
  • "Things That Go Bump in the Night" Issue #38, Levels 3-6, AD&D 2nd Ed.
  • "The Price of Revenge" Issue #42, Levels 4-6, AD&D 2nd Ed. Ravenloft
  • "The Witch of Windcrag" Issue #51, Levels 2-3, BECMI
  • "The Witch's Fiddle" Issue #54, Levels 2-5, AD&D 2nd Ed.
  • "Witches' Brew" Issue #67, Levels 3-5, AD&D 2nd Ed Forgotten Realms
  • "Visiting Tylwith" Issue #77, Level 1, AD&D 2nd Ed.
  • "The Witch of Serpent's Bridge" Issue #95, Level 3, D&D 3rd Edition

Now I just need to find these issues! Thankfully, I have a game auction coming up, and old Dungeon magazines always come up. Yeah, I know they are probably somewhere online, but I don't want those; I would rather have physical copies.

Once I review these (when I get them), I'll need to see how to integrate these into the large adventures.

I also just found out about this one, La arboleda de la Bruja Muerta (The Dead Witch's Grove). A new witch adventure AND a chance to practice more Spanish! It is not out yet.

La arboleda de la Bruja Muerta

But this one was just released!

Witch and Stone

Witch and Stone from Pacesetter Games. Grabbed it this morning. 

Looks like War of the Witch Queens will be back on!

Tuesday, September 16, 2025

Mail Call: Dragons from the Eric Harshbarger Collection

 I got another email from Eric Harshbarger recently offering to send me some more Dragon Magazines for my "This Old Dragon" reviews. I mean, how could I say no.

Well, the package I got was beyond my expectations!

Dragon Magazines

Dragon Magazines

Dragon Magazines

I have not checked if I have duplicates yet, nor have I checked which ones already have posts. But I will say this, they are in far better shape than the one I know I have duplicates of.

Looking forward to getting these out to you all.

Thank you, Eric for sending these along! 

If you can, check out Eric's website.

Monday, September 15, 2025

Monstrous Monday: Typhon, the Thanatonic Titan

Blood of Zeus
 I have mentioned it here many times, but Greek Mythology was my gateway to Dungeons & Dragons. I just finished watching The Blood of Zeus, formerly known as Gods & Heroes. It was great and I loved the 1st and 2nd seasons, much of the 3rd. I just didn't like how it ended. Though one of the things I loved was the Titans.  They reminded me of the Gargantua I had created back in 2013, and it was cool to see a similar idea animated.

While there were many great examples I could use as specific Gargantua, it was the depictions of the Titans and Tartarus that I really enjoyed. It did get me thinking about my Thanatonic Titans, most recently from The Left Hand Path.

In my Left Hand Path my Demonic classifications include the inhabitants prisoners of Tartarus are the Tartarians aka the Demondands and their lords the Titans.

I didn't detail the Thanatonic Titans, but they are pretty much the Greek Titans and the Norse Giants mixed together. One of my favorites was Typhon.

Typhon (Tartarian)
The Chthonic Titan, Father of Monsters

Armor Class: –5 [24]
Hit Dice: 24+24 (132 hp average)
Move: 180’ (60’), fly 120’ (40’)
To Hit AC 0: 6 [+13]
Attacks: 2 claws (2d12+6), bite (6d6) or breath (see below)
Special: Fire/poison breath, storm control, magic resistance 75%, spell-like abilities, telepathy 300’, see below
No. Appearing: 1 (Unique)
Saving Throws: Fighter 24
Morale: 12
Treasure Type: Hx2, I, N
Alignment: Chaotic (Chaotic Evil)
XP: 25,000

Genius intelligence

Typhon (Tartarian)
Typhon is a colossal, serpentine titan with a hundred dragon-heads writhing about his shoulders, each belching storms, fire, or venom. His vast wings blot out the sun, and his voice shakes the earth like thunder. Taller than any titan or storm giant, Typhon is said to have once challenged the very gods for dominion over creation, only to be chained in the deepest abyss of Tartarus. From there, he still thrashes in hatred, spawning demodands (the Tartarians) as extensions of his rage.

Typhon relishes combat and throws himself in with bloody, violent abandon. He attacks with claws and a bite but also horrible magical attacks.

Breath Weapon. Once every 3 rounds, Typhon can unleash one of two breath attacks:

  • Fire: 100’ long cone, 60’ wide at end, 20d10 fire damage (save vs. dragon breath for half).
  • Poison Gas: 50’ radius cloud, 12d10 poison damage (save vs. dragon breath for half).

Storm Control. At will, Typhon can summon hurricane winds, torrential rain, or lightning storms in a 2-mile radius. Within the storm, visibility drops to 10’, ranged weapons are useless, and creatures must save vs. Spells or be blown prone.

Spell-like Abilities (3/day each, as 24th-level caster): Lightning Bolt, Chain Lightning, Call Lightning, Control Weather, Earthquake, Dispel Magic.

Typhon also has formidable defenses. 

  • Magic Resistance: 75%, as demons.
  • Weapons: Only artifacts or +3 or better weapons can harm Typhon.
  • Aura of Dread: Any mortal within 120’ must save vs. Spells or flee in terror for 2d6 rounds.

Typhon is unique. He cannot be permanently slain -if reduced to 0 hp, his form dissolves into storm clouds and writhing serpents, reforming in Tartarus within 1d100 years. He is the father of countless monsters, including demodands, chimeras, and hydras. Some sages whisper that earthquakes and great volcanic eruptions mark the struggles of Typhon beneath the earth, forever trying to break his bonds.

Encountering Typhon on the mortal plane is a sign of great calamity or anger of the gods. 

Typhon and the Demodands

When Typhon roamed the mortal world, he was the father of monsters with his mate Echidna. When Typhon was imprisoned, Echidna was dead. Typhon set out to create a new set of offspring to destroy those who had imprisoned him and killed his mate. These new monsters were the demodands.

Thursday, September 11, 2025

Forgotten Realms Reviews: Elminster's Ecologies (2e)

Elminster's Ecologies (2e)
Last time I talked about my adventures in Forgotten Realms, which was all about the urban adventures of Waterdeep. This week, I’m going to flip that lens outward, into the wilds, and take a look at a supplement that’s equal parts field guide, lore dump, and DM toolbox: Elminster’s Ecologies (1994).

Now, a small caveat. I don’t own the original boxed set with all its booklets. What I do have is the DriveThruRPG PDF bundle and the print-on-demand softcover, which compiles the whole thing into one thick book. No box, no handouts, but all nine 32-page booklets are there, and honestly, the POD version is probably easier to read anyway since this is written like an in-universe resource.

Another small caveat, one that affected my perspective. I have known about this boxed set for years. But I thought it was a collection of the various Ecology of articles from Dragon Magazine. So if you hear a subtle bit of disappointment in my tone here, that is why. Look that is no fault at all of the product in front of me. It is my fault for not setting my expectations appropriately. It *IS* objectively a good Realms product. Just not the one I thought it was all these years. 

Elminster's Ecologies (2e)

1994. by Rick Swan, Monte Cook, Eric Haddock, Anthony Pryor.

Note: For an "Elminster" themed book, there is no Ed Greenwood in this as far as I can tell. 

Elminster’s Ecologies does something a little unusual for TSR at the time. Instead of another city box or adventure series, this one focuses entirely on environments. The conceit is that Elminster (and his “field correspondents”) are writing in-character about the natural world of the Realms. It’s like Volo’s Guides, but instead of inns and alehouses, you get trees, rivers, beasts, and bogs.

The box contained nine booklets:

Explorer’s Manual. The “master key” of the set, with Elminster’s musings, excerpts from his ongoing natural history of Faerûn, color-coded encounter tables, and the enigmatic “Rules of the Rabbit.”

Cormanthor. The ancient forest, its trees and mystical wildlife, and the rumors that still drift beneath the boughs.

Anauroch. A deep dive into the desert: the shifting sands, the High Ice, the Plain of Standing Stones, even the Underdark beneath it all. Survival, monsters, and lost secrets abound.

Coastal Aquatic Lands – The Sea of Fallen Stars. The largest inland sea in the Realms gets its due, from fish to krakens, with sea stories and notes on the cultures clinging to its shores.

The Cormyrean Marshes. Brother Twick’s journal paints the swamps as treacherous, full of dangerous monsters and stranger rumors.

The Stonelands and the Goblin Marches. Rugged terrain, fading wildlife, the ever-present goblin threat, and a few truly massive beasts.

The Thunder Peaks and the Storm Horns. Two mountain ranges, with their harsh climates, common life, monsters of the peaks, and local legends.

The Great Gray Land of Thar. A bleak, arid region with hard conditions and stranger mysteries—exactly the sort of place Elminster would call “unpleasantly educational.”

The Settled Lands. Farmlands, villages, and the borders of civilization. Here you get a look at the everyday ecologies that brush up against the wilderness.

Each booklet follows a familiar structure: a personal introduction, a survey of the land, detailed notes on monsters and natural life, and then “rumors and legends” that a DM can immediately use as hooks.

What makes this set shine is how it reframes monsters and encounters. You don’t just get “roll d8, 1-2 owlbear.” Instead, you get owlbears in context, how they live, what they eat, how other monsters avoid them, and how a random traveler might actually run into one. A marsh isn’t just a backdrop for lizard men, it’s a dangerous, interconnected ecosystem where the lizard men, the crocodiles, and the giant frogs are all part of the same web.

The encounter tables in the Explorer’s Manual really drive this home. They’re organized by biome and color-coded to match the booklets, making it easy to swap in details wherever your PCs happen to wander.

One thing though. There are no Monstrous Compendium pages. Not only there isn't even a good section to "cut out" and put into my Monstrous Compendium binders. Yes, this has much more to do about me and what I *thought* this product was rather than what it actually is.

The Realms in ’94

The timing of this release is also worth noting. TSR was really leaning into “in-character writing” in the early ’90s: Volo’s Guides, Pages from the Mages, and now Elminster’s Ecologies. Cormyr was getting lots of love, with its own sourcebook, adventures, and now half this box dedicated to its borders and neighbors. The in-character style is fun and gives a lot of Realms flavor. But sometimes the “in-character” voice gets in the way of practical DM info. Still, it is what I want from the Realms; it is what separates it from other fantasy worlds. 

Sinéad, Nida, and Company

And what of my characters in the Realms? Well, Sinéad and Nida are still lingering in Waterdeep, but the pull eastward grows stronger. The road through the Heartlands is long, and as I flip through Elminster’s Ecologies, I can’t help but see it as a ready-made travelogue for their journey.

If they leave the City of Splendors behind, their path east will naturally thread through the Dalelands and into Cormanthor. That’s one of the booklets covered in the Ecologies, and it’s a perfect setting for a side trek. Sinéad, with her pagan background, would be spellbound by the great trees and the old magic of the forest, an echo of her homeland, but deeper and stranger. Nida, more practical, might be the one keeping her eyes on the monsters lurking in those woods.

From there, they could skirt Anauroch. I don’t know if I want them to cross the desert outright, but even brushing its borders could provide some fantastic challenges. The Ecologies gives me survival notes, monsters adapted to the sands, and whispers of the Underdark beneath, just the kind of flavor that could delay their progress, or tempt them off the road with legends of buried secrets.

The Sea of Fallen Stars booklet also feels useful. Even if the party doesn’t cross the sea directly, they’ll certainly pass along its shores. Tales of the Dragonmere or the Dragon Reach could add both color and danger, pirates, sahuagin, or worse. It’s a reminder that not all travel is overland.

And then there are the mountains. The Thunder Peaks and the Storm Horns sit along possible eastward routes, and both regions are detailed here. Jaromir, whom I keep playing less as a “barbarian” and more like a warrior of the Fianna, would feel at home in the high places, testing his strength against mountain predators. I could easily see a ranger path opening up for him here, with the ecology booklets giving me just the right kinds of encounters. The book is fun, and it gives me a lot to think about. While I have said that Fighter with the Barbarian kit is a good choice for him, I might see if I can change him to Ranger. And I need to see if I have a copy of the Complete Ranger's Handbook OR I might cheat and look ahead to see what the Spellbound boxed set has for me. 

Finally, Rhiannon. If she is to embrace her Rashemi witch heritage, then a long journey through these liminal, witch-haunted spaces seems exactly right. The Cormyrean Marshes, with their strange monsters and whispered rumors, would be a fine testing ground for her. She may not yet be home, but the marshes, with their witches’ whispers, could foreshadow what awaits her in Rashemen. More ideas for my Witches' Secret Journey.

So the question remains, will Sinéad and Nida follow Rhiannon and Jaromir eastward? That was always my idea, but Waterdeep’s siren call is strong. And I have so many ideas for Waterdeep.

The Ecologies gives me the scaffolding for either path. If they stay west, they linger in the greatest city of the Sword Coast. If they go east, they’ll wander through forests, deserts, swamps, and mountains that feel alive, thanks to this odd little box set from 1994.

This is their travel guide, their road map, and the background in which the characters grow. 

DriveThruRPG PDF and PoD

The scans of this product are top notch. The PDFs are very clear and very sharp. This translates well into the Print on Demand copy as well. Maybe one of the best I have seen in a while to be honest.

Elminster's Ecologies (2e)

Elminster's Ecologies (2e)

Elminster's Ecologies (2e)

There is a lot of color throughout. It does make me wish I had grabbed this as a boxed set when I had the chance. My opinions of it when from high, to low, back to high now.

Final Thoughts

Elminster’s Ecologies is one of those quirky TSR experiments that I’m glad exists. It’s not essential Realms material, but it makes the wilderness feel alive in a way few supplements ever try to do. If Forgotten Realms Adventures was about the cities, this is about everything in between: the swamps, forests, deserts, mountains, and seas that adventurers must cross to get from one tavern to the next.

This is not a game product you sit down and use in one session. It is a game product you grab in game sessions when the characters are in the right places. It is used throughout your stay in the 2nd Ed Realms. Ok, it can be used in every edition to be honest. Ignore the minor edition-specific material and go with it.

For DMs running wilderness-heavy campaigns, this is a goldmine of ideas. For Realms fans, it’s a snapshot of TSR in the ’90s, trying something a little different. And for me, even just in POD form, it’s another reminder that the Realms isn’t just kings and wizards, it’s owls in the trees, frogs in the marshes, and strange rules about rabbits.

Wednesday, September 10, 2025

Witches of Appendix N: Fritz Leiber

Fantastic Magazine (1970) The Snow Women

When we talk about the foundations of Dungeons & Dragons, the names that come up most often are the obvious ones: Robert E. Howard, J.R.R. Tolkien, and Jack Vance, among others. But alongside Conan and hobbits stands another set of icons, the roguish duo of Fafhrd and the Gray Mouser, born from the imagination of Fritz Leiber.

In Appendix N, Leiber's entry is "Leiber, Fritz. 'Fafhrd & Gray Mouser' series; et al." So that leaves me a lot of room to explore his works. 

Leiber’s tales of Lankhmar gave us thieves’ guilds, a decadent city, and sword-and-sorcery camaraderie that would become staples of the game. And a couple of tales where witchcraft plays an important role.

The Snow Women (1970)

Before he became a hero of Lankhmar, Fafhrd was a youth of the cold North, raised among the Snow Women. This community of women was led by Mor, Fafhrd’s mother, who dominates both him and the other men of their tribe through will, manipulation, and a kind of communal witchcraft.

The Snow Women are not cackling hags with bubbling cauldrons; their magic is subtler. It lies in the power of custom, ritual, and fear. Their witchcraft is not just spellwork but social control, and it casts a frost over every relationship in the story. For young Fafhrd, escaping their grip is as much an act of rebellion against sorcery as it is against his mother’s authority.

This tale shows witchcraft not as something learned in a grimoire, but as an inheritance and an atmospher a cold wind that shapes destinies.  In many ways they remind me of tales of Finnish witchcraft. I have a hard time reading about these women and not think of Louhi, the Crone (and Maiden too) of Pohjola. This leads us to Iggwilv, the "spiritual daughter" of Louhi and Mor.

Swords Against Wizardry
In the Witch’s Tent (1968)

Later, in the story In the Witch’s Tent (collected in "Swords Against Wizardry"), Leiber presents us with another kind of witch. Here, Fafhrd and the Mouser find themselves consulting a prophetess. The scene is thick with atmosphere: the tent filled with smoke, the seeress exhaling her visions like opium haze, the sense that knowledge comes at a cost.

This witch is less about domination and more about liminality. She occupies that familiar role of the oracle, standing at the threshold between worlds. But in true Leiber fashion, she is not a benign guide. Her words are dangerous, her presence uncanny, and the tent itself feels like a trap. The scene could be dropped whole into any RPG session as the archetypal fortune-teller who reveals just enough truth to get the characters into trouble.

Conjure Wife (1943)

If Leiber’s Fafhrd and Mouser stories gave us witches in the context of sword-and-sorcery, it was his first novel, Conjure Wife, that put witchcraft at the center of the narrative.

Or as I have said in the past, “Between Bewitched and Rosemary’s Baby lies Leiber’s Tansy.”

Norman Saylor, a rational-minded professor, discovers that his wife, Tansy, has been secretly practicing protective magic. When he convinces her to stop, he learns the hard way that witchcraft is not merely superstition, and that rival witches have been circling all along.

As I wrote in my earlier review:

Conjure Wife has been held up as sort of a prototype of the modern American Witch tale.  Seemingly normal wives in a small East Coast town married to normal, rational men of science and academia turn out to be powerful witches engaged in a silent secret war of magic.

... They were intelligent (more so than their husbands), clever and some down right evil and all were powerful. By the end of the book, you are left feeling that the men in this tale are really no more than children, a bit dim ones at that.

This is what makes Conjure Wife powerful: the way it sets witchcraft not in ancient forests or ruined temples, but in the kitchens and parlors of mid-century America. The witches here are faculty wives, the battleground is tenure politics, and the weapons are hexes whispered between cocktail parties. It is both psychological horror and social commentary, and it remains one of the most influential witchcraft novels of the 20th century.

It has also been made into three different movies, Weird Woman (1944), Burn, Witch, Burn aka "Night of the Eagle" (1962), and Witches' Brew (1980).

Our Lady of Darkness (1977)

Decades later, Leiber returned to occult horror with Our Lady of Darkness, a novel steeped in the landscapes of San Francisco and the esoteric science of “megapolisomancy,” a fictional occult science that focuses on harnessing the supernatural forces present in large cities. There is even a connection to Clark Aston Smith.

This isn’t a witch story in the conventional sense, but it resonates with the same archetypal power. Its date allows me to make a claim for it as "sliding into home" just barely.

At its heart, Our Lady of Darkness is about the anima, that Jungian figure of the feminine that exists within the male psyche. She is muse and terror, desire and destruction, and in Leiber’s hands, she becomes a literal haunting presence. The Lady of the title is both a psychological construct and a supernatural force, a liminal witch of the soul.

This is a theme I’ve explored myself in the character of Larina Nix. Larina, too, is not just a witch but an embodiment of anima at once familiar, archetypal, and unsettling. She represents how the witch figure can exist in both myth and the inner landscape of the imagination.

While Our Lady of Drakness may not have influenced D&D at all, there are a lot of things here you can find in the RPG Kult. Sadly, this book is nowhere near as good as Leiber's other works, especially Conjure Wife. 

Closing Thoughts

When it comes to witches, Leiber made one significant contribution: Conjure Wife. The Snow Women and the prophetess of In the Witch’s Tent add atmosphere to Fafhrd’s world, but they are more color than core. Our Lady of Darkness circles the same archetypal ground from a Jungian angle, but it isn’t witchcraft in the usual sense.

Yet even if these stories didn’t leave much of a mark on D&D, they left a mark on me. Conjure Wife remains one of the best examples of modern witchcraft horror, and its faculty wives locked in a secret magical war still resonate. The others, Mor’s cold grip, the seeress in her smoky tent, and the anima-haunted towers of San Francisco, add layers to Leiber’s legacy and to my own sense of how witches live in story: sometimes social, sometimes symbolic, sometimes spectral, but always there. 

Tuesday, September 9, 2025

25 Years Dungeons & Dragons 3.0

It was Monday, September 11, 2000.

I actually remember it pretty well. I went to my Favorite Local Game Store and I picked up the new Dungeons & Dragons 3rd Edition. I grabbed the Player's Handbook, the Dungeon Master's Guide and the Creature Collection, the first OGL monster book released. I had to wait a bit longer for the official Monster Manual.

Dungeons & Dragons 3rd Edition

That was 25 years ago this week.

 When D&D 3.0 hit the game stores in 2000, I was ready for it. I had been away from D&D for several years and was eager to get back into it. So, D&D 3.0 was the right game for me at the right time. In truth, there is still a lot I love about D&D 3.x, and significant advances were made in terms of game design and lore.  

This edition was new. So new that, unlike the past editions, this one was not very backward compatible. This was fine since Wizards of the Coast (now dropping the TSR logo) had provided a conversion guide. The books were solid. All full color and the rules had expanded to fix some of the issues of previous versions of D&D. Armor class numbers got larger as the armor got stronger, as opposed to lower numbers being better. Charts for combat were largely eliminated, the number on the sheet was what you had to roll against. Everyone could multiclass, all the species (races) could be any class without restrictions, though some were better at it than others, and everyone had skills. 

But the most amazing thing about 3rd Edition D&D was that, aside from a few protected monsters and names, Wizards of the Coast gave the whole thing away for free! Yes, the books with art cost money. But the rules, just a text dump, were free for everyone to download. It was called the System Reference Document or SRD. It was all the rules so that 3rd-party publishers could produce their own D&D compatible material. With these rules, you could play D&D without the books. There was no art and no "fluff" text, but everything was there.

D&D 3rd edition had an good run from 2000 to about 2008. 

I played it quite a bit to be honest and there is a lot about it I still love. It was the game system I used to teach my kids how to play and one I still enjoy going back to. It is also one of the few editions of D&D I never really played much. I was always a DM. So other than a version of Larina and Johan Werper IV, I don't have a lot of characters for 3e. The only time I ever got to play it was at conventions, mostly Gen Con.

I loved the 3rd Edition's multiclassing and, honestly, I loved Prestige Classes. But things got ridiculous at high levels. Ever try stating up a high level character from scratch? But I would still play it if given the chance. 

So here is to 25 years of D&D 3.0. You were not the perfect game, but your were perfect for me at the time.

Monday, September 8, 2025

Monstrous Mondays: Brindlekin

 Small folk have always found a place at the edges of fantasy worlds, halflings and hobbits in their holes, gnomes tinkering in their burrows, kender poking their noses where they don’t belong. The Brindlekin are cut from the same cloth but stitched in different patterns.

The Brindlekin populate my new world of Iriandor. Overtly, this world is for D&D 5e or Daggerheart; a bright new world where I can create something new. Brindlekin come from the question I had of "do we really need gnomes AND halflings?"

Brindlekin

The Brindlekin are little wanderers with fur-tufted ears, wide curious eyes, and a knack for mischief that borders on magical. They’re storytellers, fire-keepers, and uncanny survivors who seem to slip through the cracks of history. Villagers often dismiss them as fairy-touched cousins of halflings or gnomes, but anyone who’s traveled with a Brindlekin knows there’s something more at work, an old magic that lingers in their blood.

Brindlekin delight in new friends, good food, and dangerous dares. They’re the first to strike a bargain with the fae and the last to abandon a doomed quest. Some whisper that they are the children of forgotten gods, sent to keep laughter alive when the world grows dark.


Brindlekin (AD&D 1st Edition)

Frequency: Rare
No. Appearing: 2–20
Armor Class: 6
Move: 9"
Hit Dice: 1+1
% in Lair: 20%
Treasure Type: Individuals J, in lair U, S, T
No. of Attacks: 1
Damage/Attack: By weapon (1–6)
Special Attacks: Mischief (see below)
Special Defenses: +1 to saves vs Spells, +10% to find/remove traps.
Magic Resistance: Standard
Intelligence: Very to Exceptional
Alignment: Neutral (tend toward Good)
Size: S (3–3½ ft. tall)
Psionic Ability: Nil
Level/XP Value: II/25 + 2/hp

Description: Brindlekin resemble halflings with a wilder cast: brindled fur-patches on their arms and faces, sharp eyes that gleam gold or green, and a tendency to twitch their noses when excited. They live in tight-knit clans but roam widely.

Brindlekin avoid combat when they can, preferring trickery. Once per day, a Brindlekin may use Confusion (single target, 1 round) or Faerie Fire as if cast by a 2nd-level druid.

These folk gather in clans of a dozen families, traveling in painted wagons or settling in hidden glades. Their culture prizes stories, songs, and dares, reckless challenges that often lead them into adventures.

Some scholars believe that Brindlekin are the rare offspring of halflings and gnomes. Other though point to a oft quoted saying among the Brindlekin that they are "children of the earth." Believing that the Brindlekin are the remaining children of long-forgotten gods. 

Brindlekin (D&D 5e)

Small Humanoid (Brindlekin), Neutral (Good)

Armor Class: 13 (leather)
Hit Points: 11 (2d6+4)
Speed: 30 ft.

STR 8 (–1)
DEX 15 (+2)
CON 14 (+2)
INT 11 (+0)
WIS 12 (+1)
CHA 13 (+1)

Skills: Stealth +4, Performance +3
Senses: Darkvision 60 ft., passive Perception 11

Languages: Common, Sylvan

Challenge: 1/4 (50 XP)

Mischief Magic (Recharge 5–6). As a bonus action, the Brindlekin casts faerie fire or forces one creature within 30 ft. to make a DC 12 Wisdom saving throw or become confused (as the spell, 1 round).

Nimble Escape. The Brindlekin can take the Disengage or Hide action as a bonus action.

Actions

Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Description: Brindlekin are curious wanderers, often mistaken for halflings at a glance. They sport brindled fur along their arms and cheeks, and their eyes glitter with mischief.

Brindlekin (Daggerheart Ancestry)

Brindlekin are small folk with wide, bright eyes and patches of brindled fur along their arms, cheeks, or temples. Their ears are fur-tufted, their voices lilting, and their laughter quick to come. Standing about 3 to 3½ feet tall, Brindlekin resemble a mix of human and fae, with a wild spark in their features. Their appearance often hints at animalistic ancestry: a striped lock of hair, whisker-like markings, or a nose that twitches when they’re excited.

Brindlekin are wanderers at heart. They travel in painted wagons or form temporary camps in forests and hidden glades, always eager to share stories, tricks, and dares. Their clans value daring and humor as much as hospitality, and they see risk-taking as a way to court fate. Many outsiders consider them reckless, but the Brindlekin say that courage is just laughter held a little closer to the heart.

They live slightly longer than humans, often reaching 120 years, though most spend their lives chasing trouble and adventure rather than comfort or longevity.

ANCESTRY FEATURES

Mischief Spark. Once per rest, mark a Stress to impose disadvantage on an enemy’s roll within Near range, or grant an ally advantage on a roll within the same range.

Nimble Step. You ignore movement penalties from difficult terrain, and you may always Hide if it is even slightly possible to do so.

--

Brindlekin

I have been sitting on this post for a while. I really want to move these guys over to AD&D, but they cover some of the same roles as my Glade Gnomes (more on them later) and gnomi. Do I need another species of small folk? Well...yes, because they are always fun and make the best sort of adventurers. But is there a niche for them? Maybe they will stay on Iriandor. Maybe even they are linked to that world in subtle and magical ways. 

Friday, September 5, 2025

Fantasy Fridays: Adventurer Conqueror King System

ACKS II Rulebook
 Getting back to the real purpose behind the Fantasy Friday posts, helping you to find that perfect Fantasy RPG and showing that there is more than just D&D out there. Though today's post doesn't stray very far from D&D.

Adventurer Conqueror King System

The Adventurer Conqueror King System, or more often ACKS, was released in 2012. It was one of the biggest OSR titles released and met with a lot of critical acclaim. I have already talked about it quite a lot here, so instead of treading over well-trodden ground, I'll link out those posts here. 

I like ACKs. The system is B/X with some add-ons to give me some of the things I miss from AD&D. Plus the Witch class from the Player's Companion is based on my OGC and material I shared with the authors/designers back in their early days. 

Adventurer Conqueror King - Imperial Imprint (ACKS II)

by Alexander Macris, Autarch 2025

The WotC/Hasbro OGL scandal caused a lot of folks, myself included, to re-think their reliance on the OGL. So Autarch opted to revise their core rules into three new books they are calling Adventurer Conqueror King - Imperial Imprint AKA ACKS II.

The books feel familiar:

I like how the new Revised Rulebook looks like the next scene of the original rulebook.

This system is largely the same, with some of the OGC removed and revised. We are still not deviating far from the D&D B/X standard of 14 levels and some "race as class" ideas, but all in all it is still a very playable system. Converts from OSE or D&D B/X will drop right in, maybe even using the same characters they already were. Converts from D&D 5 or Pathfinder might find themselves wonder where all their "kewl powerz" are.

Where ACKS II shines is in its scope and depth. Autarch has taken what was already a very crunchy, very ambitious game and doubled down. The Revised Rulebook is a beast of nearly 550 pages, the Judges Journal piles on another 350k words of domain rules, economic systems, alchemy, and advice. If ACKS I was about building dungeons and kingdoms, ACKS II is about running empires.

The proficiency system deserves a call-out. It’s the same idea as before, but cleaned up and standardized to cover a wide variety of “skills.” In my opinion, this is one of the better OSR takes on non-combat abilities, and something I’d happily import into other B/X-derived games.  The systems here feels like the feats of 5e (but not 3e if that makes sense) so there is a solid rhyme and reason to them all. Plus the need to spend money and time for training keeps it solidly in the old-school camp. 

The GM's book is filled with great advice. With the vast majority of if compatible with whatever OSR or old-school game you are currently playing. 

The monster book is well organized with one monster per page, art, and plenty of information on each monster. Again, compatible with most OSR games, but especially anything with B/X DNA. Even if you don't play ACKS or ACKS II, this book would be useful. Note, there are no demons or devils in this book so if you need demons, devils or creatures from the "lower planes," may I recommend my own The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions.  Given ACKS compatibility, you could add this as another type of witch tradition.

The overall vibe? If Hyperborea is AD&D wearing a B/X mask, ACKS has always been B/X pretending to be AD&D. ACKS II leans further into that identity. It’s a game that lets you start with kobolds in a hole and end with fleets, armies, and dynasties, something most OSR titles only sketch at. 

A note about AI art. There is a lot of art in this book, and unlike the previous edition, it is all color art. The vast majority is human made, but some of it is AI art. This is according to Autarch themselves. I am not going to moralize on this at all. But you will need to figure out for yourself it this is a deal-breaker or not.

Larina Nix for ACKS II

So a D&D-like system with a native witch, based on my own witch materials? Of course, I am going to try out Larina. In ACKS Witches are a type of Divine Caster, so they use the same spells as doe Priets/Clerics.

Larina Nix Witch (Antiquarian), Level 14 Witch Queen
Larina Nix
Witch (Antiquarian), Level 14 Witch Queen
Human (Rorn) Female, Neutral (Lawful Neutral)

STR 9 +0
INT 18 +3
DEX 11 +0
WIL 18 +3
CON 11 +0
CHA 18 +3

Hit Points: 30
Initiative +0
AC: 1 (Bracers of Defense AC 1)

To Hit AC 0: 16

Paralysis 9
Death 9
Blast 11
Implements 7
Spells 8

Movement
Exploration 120 Feet/Turn
Combat 40 Feet/Round
Charge/Run 120 Feet/Round
Expedition 24 miles/day

Class Features
Traditional Medicine, Brew Potions, Minor Magical Research, Second Sight, Scribe Scrolls, Magic Mirror, Major Magical Research

Proficiencies
 Lore Mastery, Knowledge Occult (x2), Healing, Familiar, Arcane Dabbling, Alchemy, Mystic Aura, Adventuringt 

Spells (Divine)
First Level: Allure, Counterspell, Cure Light Injury, Kindle Flame, Sanctuary, Word of Command
Second Level: Augury, Dark Whisper, Halt Humanoids, Magic Lock, Righteous Wrath, Spiritual Weapon
Third Level: Bewitch Humanoid, Clairvoyance, Dispel Magic, Lightning Strike, Remove Cure, Winged Flight
Fourth Level: Divination, Inspire Awe, Lightless Vision, Skinchange, Smite Undead, Spirit of Healing
Fifth Level: Boil Blood, Communion, Fiery Pillar, Healing Circle, True Seeing
Sixth Level: Arrows of the Sun, Bewitch Monster, Home Ward, Phoenix Armor, Spellwarded Zone

Rituals Known: 7

All in all, not a bad version of Larina. Reminds me a bit of her AD&D 2nd Edition counterpart from my Complete Netbook of Witches & Warlocks. I would like to have pumped up her language skills a bit more. 

Who Should Play This Game?

ACKS is a fine game, it does some things rather well, but it only brings a few new things to the table already crowded with Hyperborea, Old-School Essentials, and original B/X D&D. Mind you, the things it does bring are really great. The organization is wonderful as is the presentation. The monster book is worth grabbing if you play any OSR game, just because it has a great presentation and some new monsters. The new classes are a great addition and I am certain someone out there is using the new classes here in their OSE game or even in B/X. I admit I would roll up a Bladedancer or Elven Nigthblade in a heartbeat. Come to think of it, Taryn, Larina's Half-elf daughter, would also make for a good Elven Nightblade.

Reading the rules will not help you decide if this game is for you over some other OSR game. You will need to play.

What makes ACKS II unique in the OSR landscape is that it doesn’t stop at the dungeon door. It’s not just about slaying dragons or clearing hexes, it’s about what happens next. You claim land, raise armies, chart trade routes, and maybe even crown yourself emperor. The rules don’t just hand-wave these things; they give you the numbers, the systems, and the tools to run them at the table.

I don't think ACKS or ACKS II will replace D&D 5e at someone's table, but who knows, I could be wrong. There is enough here to make it someone's perfect game.

The physical books, especially the limited edition black covers, look fantastic. I am content with my PDFs for now.

For me, it will be a game I reference a lot, but one I likely won't actually play. Though I think I would like to come up with the three Witch Queens (one for each tradition) of the Auran Empire on the continent of Aurëpos on the world of Cybele.

Thursday, September 4, 2025

This Old Dragon #154

Dragon Magazine #154
Today, we head back to the dawn of the 1990s. It's February 1990. I am working on my undergrad degree in Psych and decided to pick up a minor in Computer Science. I have some great friends, a girlfriend in the last half of the term, and I am having a great time. My roomate's kid brother comes to stay with us a couple of days, I opt to stay at my girlfriend's for a bit. But he has this really annoying friend who came with him playing all these bootlegs in my tape deck telling me I need to listen because this band he has been following is going to be HUGE. I ignore him. The band as it turns out, is Soundgarden. Maybe I should have listened.

The number one song on the radio is "Opposites Attract," a duo by Paula Abdul and an animated cat. The number one film was "Driving Miss Daisy" with Morgan Freeman and Jessica Tandy. On the shelves and tables is Issue #154 of this old Dragon.

I am getting to the bottom of this giant box of Dragons. Many of them don't even smell musty anymore. As usual, this one is missing a cover. This one features a "war dragon" with an undead rider by Bob Eggleton. 

The Letters section is a bit thin this month. Sage Advice covers some spells from AD&D 2nd Edition. 

James Ward is up with The Game Wizards: Angry Mothers from Heck. Basically Ward talks about the removal of Demons and Devils from AD&D 2nd ed as an appeal to the "Angry Mother Syndrome" which he sees as a good, but somewhat limiting policy. He does conclude that appealing more to heroic motives rather than just wanton killing of hack-and-slash is a noble endeavor. I don't disagree, but I also like fighting demons and devils. 

The Forum covers clerics, the relative merits of the D&D vs AD&D 1st ed vs AD&D 2nd games. I *get* the discussion, but I have admitted here before we so readily mixed the rules that seems like a non-issue to me. 

We get to the featured section of this issue, The Art of Making War. 

Our first article is from Eileen Lucas, with Warrior Kings and Empire Builders, where she borrows from history, and you should as well, to define your warrior leaders. She uses Julius Ceaser and Charlemagne as her examples. 

Eric Oppen is next with The Making of a Paladin.  A fun article about the purpose of playing a paladin. Oppen makes the claim that paladin is one of the most popular class. I can see that. I love playing paladins. Even today paladin is one of the classes most used in Baldur's Gate III.

Heraldry, politics, and feudalism in fantasy campaigns is next in Thomas M. Kane's All in the Family. Covers details on how heraldry originated and how they are designed.  It is a fairly detailed article to be honest. 

For King and Country from Dan Salas gives a new campaign model where the PCs are called to duty by their king. Well new at the time. This sort of game was well covered by Pendragon, Chivalry & Sorcerery, and AD&D's own Birthright.

Thomas M. Kane is back with another long article with How to Win Wars and Influence People. This one grabs details from AD&D 1st ed, 2nd ed and even battle system. There is a lot here, and I am wondering if this would have helped in the massive war I had run about 2-3 years before this article.  It is a great article that I am not 100% sure I get all of. I mean I like massive battles, every so often, but I don't run enough of them to have a lot of experience here.

A bunch ads and we are done with the special feature. While my issue has no cover, it does still have the GURPS poster intact.

GURPS centerfold

Ken Rolston is up with Role-Playing Reviews with three Sci-Fantasy games, and all three are favorites of mine; Shadowrun, Spelljammer, and Space: 1889.

He loved Space: 1889, calling it "pure pleasure" and "comes with my unreserved recommendation." I concur. It might have been this review that made me want to check out this game. He felt Shadowrun was "adorable and surprising" and "impressive, exciting, and entertaining." Again, I concur. I remember driving back to University one night from my home town and talking with my old highschool DM who was getting ready to transfer there.  We talked about his Shadowrun campaign the whole 2.5 hour dirve down. I now have his old Shadowrun book. He also loved Spelljammer but felt that the AD&D 2nd ed rules was it's weakest point. 

I have to admit this article is what I remember the best of this whole issue. I was thinking how cool it would be to mix magic and sci-fi. An alchemy I have been trying to perfect for a while. You see in my Star Wars posts and certainly my BlackStar idea. 

Our fiction section is from all stars. Raistlin and the Knight of Solamnia from none other than Margaret Weis and Tracy Hickman, with illustrations from Larry Elmore. 

The Lessers, Hartley, Patricia, and Kirk are up with The Role of Computers. This month cover the Mines of Titan, M1 Tank Platoon, Star Fleet II, Ghostbusters II, and David Wolf: Secret Agent. I do note that most of the games are now PC-DOS games for the IBM compatible machines. I do miss seeing the Apple, Mac, and even Amiga games. 

Convention Calendar is next with the hottest cons of the winter and spring of 1990. I swear there were more cons then than now. Cons now are bigger for sure, but there doesn't seem to be as many. 

Novel Ideas comes to us from Will Larson and covers the novels coming out of TSR in the next months. They are "Dark Horse" by Mary Herbert, "Warsprite" by Jefferson Swycaffer, and "Nightwatch" a Greyhawk Adventures novel from Robin Bailey. I will freely admit, none of these sound familiar to me. 

Ah, now something I DO recognize, The Voyages of the Princess Ark, Part 2 from Bruce Heard. One day I will collect all of these. For the moment though I'll keep this one to the side. 

Dragonmirth gives us some comics. I recognize Yamara of course. But nothing in color.  There is a jab at the "Trump Game" which I am pretty happy to see. 

TSR Previews lets us know what is coming up in the next couple of months. More Spelljammer, more Monstrous Compendiums, and even a Buck Rogers novel. 

Marcus L. Rowland is stuck at the end of the issue with "Who Was That Masked Android?" overtly for Marvel super Heroes, but can be adapted to other supers games. 

We end with the small ads of Gamers Guide. There is a sub-section here dedicated to Play by Mail games. These were about to head to the same category as Ham Radio; still loved but by an ever decreasing fandom. 

All in all, not a bad issue, but not one that kept my attention then or even today, to be honest. 

Wednesday, September 3, 2025

Witchcraft Wednesdays: More Occult D&D, the Supernal Tongue

A 16th-century portrait of John Dee
Still working through my ideas on "Occult D&D." 

I have scads of notes on Enoch and Enochian and the connection he has to the occult via figures like John Dee and Edward Kelley. I have always wanted to explore the concept of Enochian as a magical language, but I have not used it. Why? Well, for starters, Enochian works well here due to its ties to history (Dee, Kelley) and myth (Enoch), as well as the gravitas of the Abrahamic religions. That all works wonderfully in a NIGHT SHIFT game, but not for a D&D-like game.

I also have a bunch of notes and ideas scribbled out on Proto-Indo-European languages. My thinking was to use PIE as a sort of root language of the world and one taught to witches, much like the ideas of my first "witch language" posts

There is no way I am going to build my own constructed language no matter how cool that sounds. I am no David Peterson. Though I do like to think his Inha language would be fun to explore. Great for Primordial. His Verbis Diablo is also great for Infernal, and I loved the idea of his Méníshè from Motehrland: Fort Salem.  What do all three of these languages have in common other than being constructed by Peterson? They are all explicitly languages learned by witches.

I am not ready yet to put a stake down in a specific witch language. I mean, I assume most Pagan witches are likely illiterate, and many of my other traditions are separated by time and space (Classical and Gothic, for example). So what language would they have in common? Well, nothing witch-specific, but something very occult.

SUPERNAL (Lost Tongue of Creation)

This language is the primordial root-speech from which all alignment tongues are said to descend. It is believed to have been spoken in the earliest ages, before the division of law and chaos, good and evil. Angels and devils alike once uttered its syllables, but even the eldest celestials and the most ancient fiends no longer command it in full.

Supernal is not a common language of conversation but a metaphysical system of sound and sign, wherein words themselves shape reality, bind spirits, and mark the planes. Only a fragment survives. Fewer than two hundred words are known with proper pronunciation, and even these must be taught with precision, for error can render meaning void or bring peril to the speaker.

There are many written forms, the most notable being Supernal-A, a draconic-seeming script often mistaken for true Draconic, and Supernal-B, a flowing elven hand that appears beautiful but yields nonsense when translated as Elvish or Sylvan. Supernal texts (grimoires, tablets, or fragments) are commonly interpolated with Celestial, Draconic, or Elven words to replace what has been lost.

Those Who May Learn It: Supernal is reserved for scholars of the occult, such as high witches, ceremonial warlocks, magi, and certain esoteric clerics or wizards. Ordinary characters cannot select it. Even among such classes, mastery is partial; no individual is known to possess more than a handful of true phrases.

Game Use: Treat Supernal as a secret, universal occult tongue. It may be used to decipher ancient inscriptions, recite certain rituals, or command extraplanar beings when the proper words are known. It is never learned by chance; knowledge of Supernal must come through initiation, tutelage, or the study of rare and perilous texts. Characters cannot learn Supernal unless they meet the following requirements. 

  • Must be a witch, warlock, cleric, magic-user, or one of their subclasses. Druids cannot learn this language.
  • Intelligence score of 16 or higher.
  • Have a free language to learn.
  • Find a teacher who knows Supernal.

Costs for this can vary greatly depending on the demand and location. It takes one year for the character to even learn the basics and a decade to learn enough to be able to read any text. For game purposes, treat one year of learning as one level of experience.

Magic-users, as part of their normal education, learn a few words of Supernal along with magical words of Draconic and Elvish. They can be assumed to have had one year (one level) of instruction already.

Phygor

The Ascended Master, Scribe of the Gods, Walker Between Worlds

In the chronicles of magic, few names are so widely spoken and so little understood as Phygor. Born into a wealthy family, he was initially a promising but unremarkable student at the Great School of Magic. Then, as the tale is told, one day he simply stood up from his bench, leaving behind his books, his belongings, and even his half-eaten meal, and began to walk. He walked out of the School, out of city, and out of the world that others knew.

Phygor wandered for years beyond counting, traveling among hermits, witches, shamans, astrologers, monks, and warlocks. He learned a fragment here, a secret there, piecing together what none before him had dared: a greater vision of magic, gathered from every corner of the earth. Some say he spoke with dragons in their dreams, others that the spirits of the land taught him great mysteries. A few whisper that he was shown hidden truths by beings of heaven and hell, who recognized in him a mind vast enough to hold the Supernal syllables themselves.

When Phygor returned, he was transformed. His magics were strange and terrible, alien even to the archmages of the Great School. With these, he crushed a rebellion of wizards not with slaughter, but with dazzling displays of artifice and spells they could not comprehend, forcing them to surrender in awe. Though a man of Law and Good, he did not hoard his knowledge. He broke with all tradition, declaring that magic was not the possession of a cabal or a guild, but a birthright of the wise. He published his findings, opened his grimoires, and gave freely of his lore. Even those of wicked heart who opposed his ideals respected his power and grudgingly acknowledged his genius.

Phygor’s end is disputed. In some tales, he simply walked again, leaving the world behind as he had once left the School, and was never seen thereafter. In others, he ascended bodily into the higher planes, taking a place among the immortals. A few claim he became something greater still: the Scribe of the Gods, known to angels as a shining scribe and to demons as a voice of thunder, recording the hidden laws by which all spells are written.

Among witches, magi, and warlocks alike, Phygor is a luminary sage of study, initiation, and the pursuit of hidden knowledge. To invoke his name is to claim the lineage of the wandering master, the one who saw further than all others and gave what he found to the world. To some, he is a hero, a true master teacher. To others, a dangerous radical bent on upsetting the balance of magic. To all who wield magic, he is a name spoken with respect.

All of the known words of Supernal come from his writings. 


Monday, September 1, 2025

Monstrous Mondays: Guardians of the Library

Photo by Дмитрий Пропадалин: https://www.pexels.com/photo/knight-in-iron-armor-9968878/
Photo by Дмитрий Пропадалин
Still working through a bunch of notes for my "Occult D&D" project. I was thinking about my descriptions of "The Library," home of the Akashic Records in my universe, and how I have not really detailed any librarians at all. I am still not today, but I am going to share the Guardians. These creatures keep an "eye" on the collections, make sure no one damages any books or tomes or disrupt other patrons. 

Guardians of the Library
(Custos Bibliothecae)

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12" (Fly 18")
HIT DICE: 8+8 (always 50 hp) (Greater Guardian: 10+10, always 60 hp)
% IN LAIR: 90%
TREASURE TYPE: Special (see below)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1–6+3 / 1–6+3 (mace)
SPECIAL ATTACKS: Gust of Wind (breath weapon)
SPECIAL DEFENSES: Immune to fire, sleep, charm, hold; half damage from non-magical weapons
MAGIC RESISTANCE: 30%
INTELLIGENCE: Very
ALIGNMENT: Neutral (orders tend toward Lawful Neutral)
SIZE: L (7' tall)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE:
 Guardian: VIII / 3,200
 Greater Guardian: IX / 4,500

Guardians of The Library are powerful extraplanar servitors, created by the Unseen Masters to protect the great cosmic Archive known simply as The Library. Their forms appear as animated suits of ancient, rune-marked armor, though the armor is but a shell, within dwells an intelligent elemental force akin to an invisible stalker, but bound by vows of scholarly protection.

They serve as wardens and curators, ensuring the safety of books, scrolls, and ancient grimoires from theft, fire, and willful destruction. Though not inherently violent, Guardians will employ force, escalating as needed, to fulfill their charge. Most patrons of The Library will only see them as silent watchers, pacing slowly down the marble corridors of endless shelves.

On the very rare occasions they speak, their voices are a deep bass and sound hollow, as if the voice is coming from somewhere deep within their suits of armor.

A Guardian attacks with two powerful mace strikes per round, each dealing 1d6+3 damage. Though they carry weapons, these are not enchanted items; they are extensions of their elemental force and vanish if the creature is destroyed.

Once every 3 rounds, a Guardian may exhale a gale-force blast of wind (treat as a Gust of Wind spell cast by a 10th-level Magic-User). Creatures in a 6" cone must save vs. Breath Weapon or be knocked prone and disarmed. The gust will extinguish all non-magical flames instantly and has a 50% chance to snuff out magical fires (e.g., Flaming Sphere, Burning Hands). It is frequently used to subdue would-be thieves or suppress fires before they spread.

Guardians are immune to fire, and suffer only half damage from all non-magical weapons. They are unaffected by sleep, charm, and hold spells, and cannot be turned. They can see invisible, detect heat, and sense intention to harm (as ESP) within 3".

They never pursue to kill unless the lives of other patrons or the integrity of The Library is directly endangered.

Guardians dwell within The Library, an interplanar construct maintained by the Unseen Masters—entities believed to be ancient witches, archmages, or ascended Starchildren. Each Guardian is assigned a section to oversee, and their awareness is attuned to every page, shelf, and ward within that domain.

Once bound to The Library, a Guardian remains in eternal service unless recalled by its Master or utterly destroyed.

Guardians do not eat, sleep, or age. They do not reproduce. Their armor-shells are forged from spiritual metals unknown to mortal smiths. Upon death, they dissipate into rushing air and scattered dust. No treasure is carried save what they guard, which may include scrolls, spellbooks, or occult tomes.

GREATER GUARDIANS

These elite custodians (HD 10+10, AC 0, +4 damage per strike) are found only in restricted or high-risk sectors of The Library, such as the Infernal Stacks, Forbidden Annex, or near tomes written in Supernal. They are also sent to the Prime Material Plane to recover overdue or stolen books, always appearing silently near the offender.

Once per day, a Greater Guardian may Gate in a second Guardian (60% chance, no greater variant), but only if defending The Library itself.

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The phrase "Quis custodiet ipsos custodes?" keeps running through my mind here. Who are the Ascended Masters?