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

Tuesday, May 25, 2021

Van Richten's Guide to Ravenloft, Part 1 Welcome to Ravenloft

Ravenloft Cover
Last week I picked up the newest guide for Dungeons & Dragons 5th Edition, Van Richten's Guide to Ravenloft (VRGtR). I have spent some time with it and going back over some well-thumbed volumes of  Ravenloft's past.  Today I hope I can share how this new one compares to what was done in the past and what I might do in the future with it.

Spend any time here and you will know of my love for Ravenloft.  I grabbed the original module, I6 Ravenloft when it first came out.  I also got the sequel and when it was expanded into a campaign setting for AD&D 2nd Edition, it became my setting of choice, pretty much to the exclusion of all others including my own favorites of Mystara/The Known World and Greyhawk. I was active on the RAVEN-L list that MPGN/TSR and then later WotC ran.  I had entries published in all (except for maybe one) of the official Kargatane fan publications.  Ravenloft, more so than AD&D 2nd Ed, was my game of choice. When Ravenloft: Masque of the Red Death came out I had found my perfect world, or nearly perfect.  I'd go on to write the RPG for Christopher Golden and Amber Benson's "Ghosts of Albion" using all the experience that playing in Gothic Earth gave me.  Ravenloft lead me to the World of Darkness, to Cthulhu by Gaslight, to Kult, and eventually to WitchCraft and working for Eden Studios.  Horror is what I do.

So naturally, I was VERY excited when I heard a new Ravenloft setting book was coming.  Let get into it.

A couple of notes.  

VRGtR = Van Richten's Guide to Ravenloft, D&D 5e, published 2021.  256 pages.
DoD = Domains of Dread, AD&D 2nd Ed, published 1997.  264 pages.
Rot = Realms of Terror, AD&D 2nd Ed, published 1990.  144 pages.


Elements of Fear

Ravenloft has always billed itself as a horror RPG and it is, to a degree. It is not however fully Gothic Horror.  It is a pastiche of gothic horror tropes, but the one it can't fully embrace is one that makes gothic horror so horrifying.  In true gothic horror, the heroes have no power.  In fact, they are not even heroes, most often they are "the next victim."  The quintessential piece of gothic horror, Bram Stoker's Dracula, still features the deaths and abuse of many prominent characters before their "Dark Lord" is put down.  Compare this to say Harry Potter, which uses similar tropes but the difference is still largely one of power; Harry has magic, Harker and the rest only have knowledge.  No, Ravenloft is an action-adventure RPG set in a realm of Gothic Horror.  It is something that even the authors of Ravenloft's "Domains of Dread" acknowledged in 1997.

"The RAVENLOFT game involves classic horror in which the darkest of evils descend upon a more or less civilized world and prey upon the unsuspecting citizenry therein. However, it is also a game of swords and sorcery, knights and wizards, heroes and monsters. Unlike any other horror or fantasy game, this system meshes these two traditions into one genre that can best be called fantasy horror." 

- Domains of Dread, p. 220

Emphasis mine.

While the original Realms of Terror boxed set did try to go with a more gothic horror feel, it did this in the trappings.  The adventures for Ravenloft were largely of the Fantasy Horror variety.  Note. Some of the smaller adventures, in particular, ones found in The Book of Crypts and the Bleak House were more gothic in their feel.  The Bleak House with some minor tweaks can be run as a Southern Gothic Horror to great effectiveness.

The new Ravenloft approaches this from the point of view of embracing Fantasy Horror (knowing who the characters are) and adding in the tropes and mechanics of not just Gothic Horror, but also Cosmic, Folk, and even slasher horror. We will get to these all in a bit.

Fear is part and parcel of the Ravenloft experience. There is a content warning and a player warning in a sidebar on page 7 of VRGtR.  Some people are taking umbrage with this.  Yet similar advice is given in the original Ravenloft Realm of Terror boxed set on pages 133-135. Here they are interwoven on how to make the game more successful. The effects of the fear mechanic are even discussed on page 140 of Domains of Dread.  The difference is now the "consent" of the fear and terror are now front and center and in the hands of the players, not just the DM.   Maybe someone doesn't want to be scared but fight vampires. Ok, that is great and likely a fun game (in fact I worked on that one too) but it may or may not be Ravenloft, or at least not like how I would play it.  It is not my job to be the fun police for other people's games.

Let's get into the book proper.

The Weathermay-Foxgrove Sisters
Introduction: Welcome to Ravenloft

This is what you expect it to be really. We get an overview and background on what the Domains of Dread are.  There is a wonderful Dracula-esque like exchange of letters between our iconic hunters with emphasis on Ez d'Avenir as our principle iconic.  I like this.  While Van Richten's name might be on the cover, this is a "world" that has room for more than one investigator and slayer of the undead.  Plus, and let's be 100% honest here, there is a long shadow cast by Buffy and to not acknowledge that is to be very disingenuous.  We get an overview of the book's contents (Five total Chapters) and a brief overview of horror in your game.  VRGtR embraces the Fantasy Horror of AD&D 2nd ed's Domains of Dread. 

There is also an overview of what the domains are. Or more to the point, what they are not.  The Domains (now a capital) are not a world, are not safe and the only logic that rules here is the logic of the dark powers that surround you.  The Dark Lords who rule their pocket Domains/prisons and the Dark Powers that control it all.  Like the previous versions, the Dark Powers are at best ill-defined, as they should be.  No character is going to go toe to toe with these powers, nor will they even encounter them. We do however get some rumored names like Osybus, Shami-Amourae, and Tenebrous, these are only names here.  To long-time Ravenloft fans and D&D players though these names are tantalizing clues.  It does leave out my personal favorite option from the DoD, the Dark Powers are Imaginary.  The Dark Lords are prisoners of their own device. I will say though there is one Dark Lord in VRGtR that supports my claim for this edition as well.

The Mists are still the Mists and they do their own thing.  Domains are still largely defined as prisons for the Darklords even if they have power within them.  Anyone with any knowledge of Strahd knows this is slim comfort to him. Darklords are covered in here briefly with more detail to come later. These three pages cover pretty the exact same information we read in all the previous editions of Ravenloft.  Added to this is a bit on the adventurers within this "world." Again, "world" in quotes since the book is careful to tell us this is not a world per se but lands within the Mist that might be within the Plane of Shadow or the Shadowfell.  We never came out and said that back in the 90s, but it is what many of us thought.  Adventures are meant to be the heroes of this Fantasy Horror.  That takes us to the first chapter.

Chapter 1: Character Creation

The character creation chapter covers characters native to the Domains of Dread. So what does that mean?  It means that "normal" D&D rules don't have to apply here. Most do, but there is no reason why they have too.  Players are told from the start to "Prepared to be Scared" that this is a horror game and the characters should be designed to be scared.  Using the Gothic Traditions of literature I ALWAYS had Ravenloft characters that were a bit lower than average.  Typically I would make my players roll 2d6+3 for abilities.  So while that still gave me an average of "10" the max and min points were shifted. This Ravenloft is not quite as "Evil" as I was then, but the idea here is that characters are still a bit haunted, a bit scarred and scared.  Horror Lineages are introduced such as the Dhampir (pretty much what is says on the tin), Hexblood (there is a bit of hag blood in your background), and the Reborn which cover the Revenants and Shades of previous editions. These all come with perks and disadvantages. 

horror traits
Ravenloft Cat Ladies are scary
This is Ravenloft and characters can also have Dark Gifts. These are similar to the Powers checks made in the original Realm of Terror. Only know you can be born cursed.  Comparing pages 22-27 of VRGtR to pages 18-20 of Realms of Terror I see they are tying for the same ideas, just slightly different execution.  The VRGtR offers more thematic sorts of changes and "gifts" and less in the way of RoT's Touches of Darkness.  I am not sure if VRGtR offers any way to "become" a Dark Lord like RoT, but even this was made harder to do in DoD.  In truth no character should seek out a way to become a Dark Lord, this represents a failure on the part of the character unless of course it is being used as a plot for the other characters.  Then this is DM fiat. 

This would not be a D&D 5 book without some subclasses.  We get the Bard: College of Spirits where they not only talk about and tell stories of the dead and the dead rise up to share their tales.  And the Warlock gets a powerful Undead patron.

There are new character backgrounds in line with Ravenloft's histories and themes.  These include new Traits, Ideals, Bonds, and Flaws.  The backgrounds are The Haunted One and the Investigator. These can all be used in other places sure, but they do not carry the same weight in Waterdeep as they do in Baroiva. 

Another addition is the use of Horror trinkets.  A 100 of these are just little curiosities that may or may not play into another part of the adventures.  Some might be a Mist Talisman (detailed later) others might just be a weird little thing. 

I am going to cover the Domains and Darklords next time in Part 2 and Horrors and Monsters in Part 3. There might be a Part 4, but let's see how this goes.

Spoiler. I have read through the book a couple of times now.  I feel that most of the people complaining about it on the Internet have not actually read this book.  Certainly, people are handpicking their examples to make their arguments.

Thursday, May 20, 2021

Review: Spelljammer, AD&D Adventures in Space

Cover of the Spelljammer book
Come back to me if you will to a time just right before the Internet.
(Ok, technically the roots of the Internet were here in ARPANet and what I was using BitNet at the time. But you know what I mean.)  

The time is 1989 and the game on my table is AD&D 2nd Edition.  Well, it is really Ravenloft, because, in college that was my setting of choice, AD&D just happens to be the system that ran underneath it all.  So a couple of points already.  I was playing AD&D 2nd Ed and really all I had the money for at the time was for one setting and that was Ravenloft.  There were a lot of great settings in the AD&D 2 days; Forgotten Realms loomed large and impressive, and maybe a little intimidating.  Greyhawk and Mystara only had some minor entries, much to my disappointment, Al-Qadim and Kara-Tur both looked like fun, and then we would also get Planescape. But there was one out that seemed so strange to me that I wanted to know more but yet could not bring myself to buy.  Until now. 

DriveThruRPGs Print on Demand has been a fantastic opportunity for those of us who want to go back and look at some of these other systems and games of our youth.  While I have relied mostly on the aftermarket to get myself up to speed on the Forgotten Realms (and enjoying it) I recently picked up the hardcover POD version of AD&D's Spelljammer.  And I am so happy I did.

Now don't get me wrong. I wanted to play SpellJammer back then.  We ever started a new campaign where all the characters were in a navy, so they all had 3 free levels in fighter, and then they were level 1 (or 4 for the fighters) in whatever other classes they were going to be.  Using the AD&D dual classing rules meant they could not act as fighters until later. But it boosted their HP.  They were going to spend some time at sea, but eventually, they were going to turn their ship into a SpellJamming one.  I named the ship "The Black Betty" after the Ram Jam song because every time I heard "Spelljammer" I thought "ram jam" and the Black Betty was a good name for a ship.  Sadly we never got very far. I was at University and my DM at the time was at a different school and the other players were also at yet another school. Meeting only over the summer was not helpful for a long-term campaign.

Fast forward to today.

Spelljammer: Adventures in Space

For this review, I am considering the Print on Demand hardcover and the PDFs from DriveThruRPG.  There may be things true of these versions that are not true for the original boxed set and things that might be the other way around.  I can't speak to the boxed set since I never owned it.  

Spelljammer is a whopping 278 pages.  Jeff Grubb is our primary author with art by Jeff Easley, Jim Holloway, Dave "Diesel" LaForce, and Roy Parker.  Easley is responsible for our cover, and indeed many of the covers from this time.  The interior art is Jim Holloway who really set the tone and feel for what I consider the 2nd Ed "style" of that time.  The interior is largely black and white with some color illustrations.  Mostly the pictures of ships, what were covers in the separate boxed set books, and some maps.  The scanned pages are not crisp, but they are easy to read.

The book is divided into two large sections that correspond to the two 96-page books that came in the boxed set, Lorebook of the Void and Concordance of Arcane Space.

Lorebook of the Void

We are introduced to how Spelljammer, AD&D in Space, came about.  We also now know that this was the first of new boxed set settings to come out for AD&D 2nd ed.  More would follow and make 2nd Ed more famous for their settings rather than their rules.  The goal for Spelljammer was overtly a simple one; AD&D in space, connect all the main AD&D worlds, and make them work together without changing what makes each one unique.

This section covers the basics of Spelljamming and operating a spelljamming helm.  We get a good overview of the types of spelljamming ships and that various races that can be found in Arcane Space.  We learn that gnomes and halflings for the most part avoid Arcane Space since they are too closely tied to their planets (makes sense) but Krynn's Tinker Gnomes are not so tied to their world in the same fashion so they are very much at home in Arcane Space. We even get a bit on goblinoids.  

The next third covers the various monsters and creatures you will find in AD&D 2nd Ed Monstrous Compendium format. We are given new details on the Beholders (they take the place of Daleks in Arcane Space) and the Neogi. Mind Flayers also get new treatments.  

The last thrid covers the three main AD&D game worlds, Krynn (Dragonlance), Oerth (World of Greyhawk), and Toril (Forgotten Realms).  The problems begin to show here since the cosmology of Krynn is tied very much to their gods.  This is not the fault of Spelljammer or Dragonlance, but rather one of trying to fit the divine into a scientific worldview.  I will admit I do like how the spheres are covered here.  It reminds me a little of how the solar system of Urt is covered in the D&D Immortals Set.  One could take that information and drop it rather cleanly into this book.  It was not done of course because at this time Urt/Mystara was considered part of D&D and not AD&D.  Even discussions online close to the time described AD&D as one universe, maybe even in the same galaxy, and D&D in a different universe altogether. 

Concordance of Arcane Space

The second major section of the book covers the rules part of Arcane Space.  The first chapter describes some basics of how Arcane Space and the Phlogiston work.  Chapter 2 covers some changes to the AD&D rules.  The first change, Lizard Men are now a playable race.  There are changes to some spells and how clerics can talk to their gods. We also get some new spells.  Chapter 3 covers the ships. How they are made, flown, and the capabilities (armor, weapons, storage) of examples.  Combat is covered in Chapter 4.  Ships are a lot like characters in they have an Armor Rating and Hull Points.  Damage by large ship weapons can deal hull damage and/or hit point damage. Chapter 5 covers celestial mechanics, or how systems are made. While in real-life astrophysics we know that forces like gravity will produce round (or oblate) planets and stars, there is a wide variety of things found even nearby to us.  Arcane Space should be just as diverse if not more so.  Oerth (Greyhawk) is a Geocentric system, Toril and Krynn are heliocentric. There are other systems that can be and should be, even stranger.  We learn that there is a flow to the Phlogiston and that some worlds might easy to travel to, but harder to travel away from.

We also have several appendices.  The first covers how magic spells and items work in space.  Appendix 2 covers travel times with Earth and the Solar System as an example along with Krynn, Toril, and Oerth.  Mystara/Urt can be substituted for Earth easy enough.  Flow can affect travel times.

The last section of the book are the color deck plans of various spelljamming ships. Maps and cut-out-and-fold ship minis. Best get the PDF along with the printed book so you can print these on your own.  A large black-hex map would work great for movement in space. 

Reading it today I can overlook some of the flaws that would have bothered me in 1990.  

Print on Demand Book

The Print on Demand book is hardcover, mostly black & white with some color art inside and color covers. It is a hefty volume on premium paper which makes it a little thicker than you expect a 278-page book to be.  It is very high quality. 

Covers of the Spelljammer bookCovers of the Spelljammer book


Interior of the Spelljammer book


Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Converting to 5e

In the first chapter of the first section, some advice is given about converting older AD&D monsters to use with Spelljammer since in theory every monster could be found somewhere.  The example given is the Grimlock from the Fiend Folio, a monster they describe as not likely to be updated to 2nd Edition.

Well. We know now the Grimlock. And updated to 3rd and beyond.   So there is no good reason to assume that Spelljammer will "Never" be updated.  In fact with D&D 5's desire to embrace the past and every world of D&D in their products it is reasonable we will see some Spelljammer at some point.  A spelljamming ship was already placed on a level in a 5th edition adventure. 

But converting to 5e based on the material in this book? Well really there are two main areas of focus; monsters and magic.  Many of the monsters have newer 5e writeups now, so this is less a question of conversion and more of replacement.  Magic, in particular spells, would need some more work but the guidelines are in place.  Similar spells should change in similar manners.  Combat can be swapped out for 5e combat, which not terribly different. So yes, if you are playing a 5e game then you can get a lot of use and play out of this book.

If you have ever been curious about Spelljammer but did not want to pay the aftermarket prices then the PDF is an absolute steal.  If you know about it and want to give it a go again (or for the first time) then the POD version is equally cost-effective.

Monday, March 29, 2021

Monstrous Mondays: Monster Collections

So no monster today.  I am getting ready for my big April A to Z of Monsters later this week. 

I was on vacation last week and getting these "new" AD&D 2nd Edition setting books made me think a bit about what I might do with them.  But since monsters are also on my mind I decided it was high time to pull out my old Monstrous Compendiums for AD&D 2nd Ed, and finally get them organized.

AD&D Monstrous Compendiums

I don't recall exactly when, but I misplaced, lost, or sold my original Monstrous Compendiums.  I kinda regret it really, I got them on the days they were released.  I loved the idea of them.  A monster per page full of information.  Even some bits on the ecology of each.  I had ideas of cutting out the various "Ecology of" articles from Dragon and putting them in each one for a full encyclopedic entry of every monster.

While the idea sounds great, in practice the Monstrous Compendiums were a bit of a hassle.  They were large and unwieldy and yes the pages kept getting torn.  The big thing for me was the fact I could note "really" put the monsters in true alphabetical order since they were printed back to back.  I know, gamer problems.

So I pulled everything I had, everything I have managed to round up at actions, used book stores and even a few others, and got both folders finally put together.

Forgotten Realms

Dragonlance

Outer Planes

Ravenloft

In addition to the first two sets (all in the first binder) I got the sets for the Forgotten Realms, Dragonlance, the Outer Planes, and my beloved Ravenloft all in the second binder.

I just need to replace my Greyhawk and Mystara ones now. 

I know I have some more in boxes somewhere, so I'll get those added as well.  Since I am not longer a transient college student with all my D&D books in a couple of milk crates they can live nicely on my bookshelves. Here they would likely to get more use and less wear and tear.

Binders of monsters

They live nicely next to my Castles & Crusades Monsters & Treasure Compendium,  Next to them is something I am working on printing out; the contents of the Swords & Wizardry versions of Monstrosities and Tome of Horrors Complete.  It is going to be about 1200 or more pages of monsters.  This time I am not printing them back to back, but a true one page per monster.  Yeah, that means a lot more paper, but also a lot more ease of use and lots of room for me to include notes. IT will also be hard on my printer.

While there is a core of about 400-500 monsters that are shared across all editions of D&D and clones, there are something like 6,000+ monsters that have been stated up in official products.  Once upon a time, I would have wanted all of them.  Today I am a bit more reasonable.  

OR at least that is what I tell myself.

Wednesday, March 24, 2021

Mail Call: 2nd Edition Settings

The one thing nearly everyone agrees on is that AD&D 2nd Edition had some fantastic settings.  At the time these settings were new there were so many and I was in college so I never had the chance to play them.  So  I stuck with Ravenloft.  It was a perfect match for me really.  Gothic horror, D&D, what was not to love?  I was always curious about the other settings though. 

Now thanks to DriveThruRPG's Print on Demand service I can satisfy my curiosity without breaking my bank. 

First up the hardcover edition of the Spelljamer Campaign Setting. This had been the boxed set, now it is a quality color hardcover book.   I am used to a high-quality product from DriveThru on their POD but this one is above and beyond.

There are some maps and what had been inserts from the boxed sets that are now printed in the book, so I suggest getting the PDF along with the book to print these out, but the book is just fantastic. I want to try using this with my current games, Basic-era and 5th Edition,  so I hope to report on well it converts over to either of those systems.  

I also grabbed the Planescape Campaign Setting. Again this had been a boxed set and is now a single softcover book.  Again, this set had some great maps and full-color inserts that are replicated here.  This is also a good case for picking up the PDFs as well. 



Both books are really fantastic looking and I am getting a great vibe from these. I would have loved them in the 2nd Ed days. I can't wait to try them in my current games especially in 5e.  Outside of some monsters, I think it could work out well.

In preparation, I even got out my old Monstrous Compendiums to read over. 

I also grabbed some Ravenloft books to replace one I sold and one I never bought.



Domains of Dread is largely as I remembered it.  The one I had back in the day was hardcover of course.  Expedition to Castle Ravenloft is the 3.5 version of the Ravenloft adventure.  I have the other "Expedition" books and this one compares well to the ones I have already.

With the new Ravenloft book for 5e on the way and the ones already out for 5e this will give a good way to see how well they all flow.  In truth, there is little in any edition that can't be converted over. 

The PODs at DriveThruRPG have been great and are getting better.  







Wednesday, September 30, 2020

Review: Pages from the Mages

As I mentioned earlier, The Pages from the Mages feature of Dragon Magazine was one of my favorite features and I looked forward to seeing what new spells Ed Greenwood would relay from the great sage Elminster.  I was very pleased when I saw that the entire collection was pulled together into a single tome.  The original Pages from the Mages spaned roughly 10 years from 1982 to 1992 and both editions of AD&D. 

For this review, I am considering both the original print version sold by TSR and the PDF version sold through DriveThruRPG.  Presently there is no Print on Demand option.

Pages from the Mages

The book is 128 pages. Color covers, black & white interior art with full color, full-page art.  Designed for the AD&D 2nd Edition game.
The PDF sells for $9.99 on DriveThruRPG.
The softcover book originally sold for $15.00 in 1995.

This book covers some 40 or so unique spell books from various spellcasters from the Forgotten Realms.  Some of these spellcasters are well known such as Elminster and others less so or at least nearly mythic in the Realms.  This is one of the book's greatest strengths. While this could have been just a collection of books with known spells, it is the stories and the myths behind the books that make this more.

While many of the spells found within these books are fairly well known, there are plenty of brand new and unique spells. This is what attracted me to the original Dragon magazine series.  Within these pages, there are 180 or so "new" spells.  I say new in quotes because most, if not all, these spells appeared first in the pages of Dragon magazine and then again in the pages of the hardcover Forgotten Realms Adventures for 2nd Edition.

Additionally, there are a number of new magic items and even a couple of new creatures.

The true value for me, as a DM and a player, is to provide these new spell books as potential treasure items or quest items.  Even saying the name of some of these books, like Aubayreer's Workbook, is enough to get my creative juices flowing. Where is it? Where has it been? What other secrets does it contain?

I often refer to a product as punching above its weight class.  This is one of those books.  While overtly designed for the 2nd Edition game there is nothing here that can't be used with any version of the D&D game, from Basic all the way to 5th edition with only the slightest bit of editing needed.

While I have a print copy and the PDF, a Print on Demand version would be fantastic. 

A complete list of the spells, spellbook, creatures and characters in this book can be found on the Forgotten Realms wiki, https://forgottenrealms.fandom.com/wiki/Pages_from_the_Mages






This Old Dragon: Retrospective, Pages from the Mages

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


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

Pages from the Mages

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

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

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

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

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

More Pages from the Mages

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

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

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

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

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

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

Pages From the Mages III

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

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

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

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

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

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

Pages from the Mages IV

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

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

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

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

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

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

Pages from the Mages V

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

Arcane Lore. Pages From the Mages, part VI

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

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



Pages From the Mages

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

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

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

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

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

Monday, May 25, 2020

Monstrous Mondays: Blood Goblin (Hæmogoblin)

Here is a nasty little beastie from WAY back in my past.  I used these guys in AD&D 2nd Ed and then again for Ghosts of Albion where they were a big part of my Obsession adventure.

Blood Goblin (Hæmogoblin)

Undead faerie
Frequency: Very Rare
No. Enc.: 1-4 (1-6)
Alignment: Chaotic (Chaotic Evil)
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 4d8+4** (22 hp)
Attacks: 2 claws/1 bite (blood drain)
Damage: 1d4+1, 1d4+1, 1d6 + blood drain
Special: Acidic blood, 1d4 on touch, only harmed by silver, track by scent
Size: Small
Save: Monster 5
Morale: 7
Treasure Hoard Class:
XP: 225

Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by a vampiric or demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the vampire or demon to bind the potential blood goblin to feed it some of its own foul blood.

Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.

They can speak, but it is difficult to understand them.

Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killer. They enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them.  But they can and will attack anything warm-blooded.

Like all undead blood goblins are affected by holy water, taking 2-8 hp of damage per vial. blood goblins also take damage from sunlight. Blood goblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”) or “Sleep”.
Blood goblins have infravision to 90’.

Blood Goblins turn as Ghasts.

Here are my original AD&D 2nd Ed stats for them.


Hæmogoblin

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET : Living beings
INTELLIGENCE: Low (5)
TREASURE: Nil
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1 (1-4)
ARMOR CLASS: 6
MOVEMENT: 12”
HIT DICE: 4+4
THAC0: 16
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1-8/1-8/1-10
SPECIAL ATTACKS: Blood Drain
SPECIAL DEFENSES: Can only be hit by silver or magic.
MAGIC RESISTANCE: Nil
SIZE: S (3’ to 4’)
MORALE: Steady (11 - 12)
XP VALUE: 800
PSIONICS: Nil

The highest level of undead a human may obtain is arguably the Vampire. It’s ability to blend in with human or demi-human society is as much as an asset to it as it’s great strength and magic. However, many sub-human races are not suitable for vampiric conversion. Some sages claim it could be their force of will or life is relatively low. Others claim it is the gods that control the sprits (and not souls) of these humanoids that do not allow them to become vampires. It could be that vampires find these sub-humans distasteful. However some sub-humans have become undead. Undead gnolls (q.v. Shoovusa) and trolls (q.v. Spectral and Spirit Trolls) have been recorded. The Hæmogoblin is also such a creature.
Hæmogoblin’s, are created by vampires in need of a specialized servant. Creating a hæmogoblin is similar to creating any other type of vampire; blood is exchanged between the vampire and the victim. However to create the hæmogoblin the vampire needs to do something slightly different. The vampire uses any humanoid creature, (orcs, kobolds, goblins, hobgoblins, norkers, etc…) usually goblins are chosen, due to their size and manageability.
It should be noted that creatures as large as an ogre might be used, but none have ever been reported, also goblyns (from Feast of Goblyns) can not be used, they have already been converted using powerful magics.
The vampire master takes the humanoid victim and first drains it of most of its blood. The vampire then will regurgitate the purloined blood back into the humanoids mouth. The victim will swallow the blood and it’s transformation to undeath has begun. Usually by the next nightfall the victim will reawaken to full hæmogoblin status. The vampire lord can create a number of these creatures that is equal to its own hit dice, e.g. a 12 hit die vampire can create 3 (3*4 hit die=12) of these creatures. From this point the hæmogoblin will act as a servant somewhere between a homunculus/familiar and a vampiric slave.

Combat: Hæmogoblins attack with a claw/claw/bite routine. On any natural “20” rolled to hit with the bite attack the hæmogoblin will begin to drain the victim's blood at the rate of 1 CON point per round. The hæmogoblin can only be removed with a successful “Bend bars/Lift Gates” roll. The victim may not attack during the rounds an attempt to remove the hæmogoblin takes place. If the hæmogoblins are S size or smaller then up to two may be draining one victim at the same time. If the victim reaches 0 CON points then they die. Unless a “Bless” or “Remove Curse” spell is cast on the corpse it will rise the next night as a Ghast.

Hæmogoblins turn as Ghasts. Hæmogoblins cannot pass on their curse of undeath like the vampire to create other hæmogoblins, however, there is a 50% chance that any sub-human killed by a hæmogoblin will become a ghoul, with 5% of those becoming ghasts. These victims are free-willed, but they are at a disadvantage when encountering the vampire that created the hæmogoblin. They make their saves at –5 and are 25% more likely to fall under that vampire’s control.
Like all undead hæmogoblins are affected by holy water, taking 2-8 hp of damage per vial. Hæmogoblins also take damage from sunlight. Hæmogoblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”), or “Sleep”.
Hæmogoblins have infravision to 90’.

Habitat/Society: Hæmogoblin’s are created undead, none will occur “naturally”. They can be most often found in or near the lairs of vampires. Crypts are very commonplace for hæmogoblins. They have been known to associate with ghouls for increased protection and hunting. Hæmogoblin’s prefer to eat living humans and humanoids. Often however they are forced to eat the scraps left to them by their vampire masters. If hard-pressed hæmogoblins will eat corpses.
Most hæmogoblins encountered will be in the service of a vampire lord/lady. They are often used as spies for the vampire. In one recorded incident a vampire set up one his own Hæmogoblins as a scapegoat to cover his own tracks. While any angry mob was dealing with the hæmogoblin, the vampire left the area.
Unlike a true familiar, the vampire suffers no ill effects if his hæmogoblin is destroyed.

Ecology: Hæmogoblins are undead and produce nothing. While the corpses of hæmogoblins may be useful to necromancers or sages, they have nothing else of value.

Thursday, April 26, 2018

This Old Dragon: Issue #153

Going into a bit of a mystery era for me.  It is January 1990, the 90s are officially here.  Born on the Fourth of July is still in theatres, but the music charts still have a late 80s feel to them, grunge was still a few months away, but my roommate's younger brother was CONVINCED that this new band he discovered via some bootlegs, Soundgarden, was going to be the next big thing.  (Kid, I forgot your name, but seriously solid call).  At this time my games were winding down.  I was a Junior at University and working to get into grad school.  So this is really one of the first times for and this Issue #153 of This Old Dragon!

So, like I said I have no memories of this issue, but a couple of articles I remember reading later on CD-ROM.  But that is jumping ahead.  The cover, titled "Chariot races are a dime a dozen" is by multiple Hugo award winner Kelly Freas and is really fun.  As I have mentioned in the past my road to D&D began with my love of the Greek and later Norse myths.  Seeing this cover, with Odin and Hermes betting on the races and Ares and Set controlling it via godly video-game controllers just really makes me smile.

The cover sets up nicely our feature of this issue. The Gods.

The first thing I notice about this issue is the number of full-page ads is greater.
For those wanting to put this into their own chronology, the Publisher is James M. Ward and our Editor is Roger E. Moore.  There is a sidebar on the Letters page listing some of the changes in personnel.  We only know now from hidsight that TSR was going to have a lot of troubles in the 90s even if creatively they were having some of their best output.

Letters hits us up with a CRAZY idea; Dragon magazine on disk! Not gonna happen says the management.  Others want to read four-five page transcripts of other people playing D&D. Sorry guys, but you both will get what you want in a few years.

Skip Williams is up with Sage Advice.  Like most of the SA from this time period, it deals with the new AD&D 2nd Ed rules and a bit of 1st Ed. Fitting with the theme this one covers Cleric and Druid spells.

Forum has the usual collection of gripes and insights.  One thing I had forgotten was slowing down how demi-humans gain experience points.  In 2nd Ed this has the effect of making the demi-human races feel a bit more like their Basic D&D counterparts.  I don't think I would try this in D&D 5, but it is something I see working well in other games like Castles & Crusades or even Swords & Wizardry.

Here we get our special feature.
Up first is Craig Barrett, Jr. and The Goals of the Gods. Here he talks about what motivations the gods have in your world and what they do. This article is long, well researched and only kinda-, sorta- related to Fantasy Roleplaying.  Don't get me wrong, it is a fascinating read and a good one if I wanted an intro article to comparative mythology.  Still, it is a good "Food for thought" article and a good one to start off our series with.

Craig Barrett, Jr. is back (so soon? yes) with another essay/article.  As Above, So Below talks about the power of the gods and even postulates on powers above the gods.  Again there is an academic feel to this one, but I also found it more interesting.

Following In Their Footsteps by Fraser Sherman is more along the lines of what we expect from Dragon articles; background information and advice on how to use it in your games.  Sherman treads over some well-traveled ground here going all the way back to issue 83 (and likely before) of changing the cleric class to more closely fit their god.  AD&D 2nd ed mad good strides in this direction as would 3rd edition.  But unlike past articles that focused mostly on weapons and spells, this one looks at hobbies and past times or other interests. So mostly non-weapon skills.
The article focuses exclusively on the Olympians, but there are enough archetypes here to cover the other pantheons as well.

Nice big ad for the Science Fiction/Fantasy Book club.

Your Place in the Grand Scheme by Tom Little addresses the importance of clerics in the AD&D game.  The article runs the gambit of religion, morality, philosophy, and alignment.  This really was a golden time for clerics.  The 2nd Ed rules introduced the Priests of the Specific Mythoi and later Planescape would make philosophy and the gods a very central element to the game.  Clerics were really moving beyond the "walking first aid kits" and becoming more of an archetype in their own right.  But it seems like every so often we still get articles or posts of "Cleric, who needs them!" which I find very odd, to be honest.

Fiction is next.

Jeff Grubb is next with The Game Wizards with another "conversation" with Elminster.  Jeff is a good author and game designer, yet his Elminster "voice" feels off to me.  I am 100% certain this is bias on my part.  Over the years I have gone from being amused by these articles, to avoiding them, to outright hating them and now back to being pleasantly charmed by them.  One of my goals is to collect all of these and give them a read sometime, especially all the Wizard's Three articles.

John C. Bunnell is back with another copyrighted edition of The Role of Books.  A.C. Crispin is featured here with an original book.  I was always a fan of her tie-books for Star Trek, V and Star Wars. I remember seeing her obit on StarTrek.com a few years back.

The Ecology of the Manticore is next. I liked the manticore back when I read about in mythology and it was a favorite monster in D&D Basic, but somewhere along the line I stopped using them.  This article by "Spike & Jones" does little to interest me in them again.

Through the Looking Glass has a do-it-yourself wire-frame and epoxy dragon.

Con Calendar covers the best of what 1990 has to offer this winter and spring.  It always seems like there were more Cons back then.

Wow.  I think this might the very first article on The Voyage of the Princess Ark by Bruce Heard.  I consider these "must reads" if you have any interest in the Known World as it was presented in the BECMI era of D&D.

Your Best Chances is obsessive compulsiveness after my own heart. Ed Friedlander takes all six of the ability generation methods from the AD&D 2nd Ed game and looks at your chances to get the roles you need per class.  I love how he mentions he was using Quatro on an IMB-PC.  That shit could only fly in the late 80s and early 90s.  But major kudos to Ed here for working all this out.  I am tempted to try it all out in R just to say I did it.

Speaking of computers, Role of Computers covers the then state of the art for the dawn of the 90s.

Small ads for Gamer's Guide.

The table of contents says there is a Top Secret article here, but mine has been cut out.  Same with the Spelljammer one.

Dragonmirth has the normal shor comics, but nothing along the lines of SnarfQuest or Wormy anymore.

So if you are into Clerics and gods then this is a great issue for you. It's a good issue overall and I loved Ed Friedlander's stats and a chance to see the start of the Voyage of the Princess Ark too.