Showing posts sorted by relevance for query dragon #114. Sort by date Show all posts
Showing posts sorted by relevance for query dragon #114. Sort by date Show all posts

Monday, April 1, 2024

Larina Nix for Advanced Dungeons & Dragons (Dragon #114 version)

 I meant to do this one earlier, but I got busy writing something else. Honestly, I am a little surprised I haven't done this before now.

Larina Dragon #114 homage Dragon #114 October 1986
"Larina" by Djinn and "Spirit of the Night" by David Martin

Larina Nix

I first rolled Larina up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October. 

I read it all over and wondered how I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it is October 31st.

As the game progressed, she became less the magical powerhouse I envisioned and became more the group's sage, occult expert, and polyglot. So when it came time to level her up, I took the spells that gave her more social and mental power/aspects. If the choice was to take a power/spell/magic item that gave a blasty power OR say, learn a new language, then I always took the language.  This was also the origin of the "From the Journals of Larina Nix." 

I kept playing her over the years. In college, I kept notes on her and how she played, including her witch spells and powers vs. her magic-user/wizard ones.  I combined these notes with notes I had started back in 1983 on a witch class, and eventually, they became my first Witch class. Since she was so focal in those experiments, I also re-did her as one of my new witches and featured her in a bit of fiction when she was six years old and discovering that she was a witch.

But in the meantime, here is Larina circa 1987-88.

Larina by Gabe Fua
Larina by Gabe Fua
Larina Nix
10th level witch / 1st level Magic-user (Dual classed)

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 18 
Wisdom: 18
Charisma: 18
Comeliness: 21

Hit Points:  
Alignment: Lawful Neutral
AC: 2 (Bracers of Protection AC 2)

Saving Throws (base)
Paralyze/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

Languages: Common, Alignment, Drow, Undercommon, Elf, Infernal, Dragon

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic
9th Level: Use all-magical items
10th Level: Aquire Familiar (cat, Cotton)

Spells 
First: (5+3+1) Charm Man I, Cure Wounds, Darkness, Give Wounds, Light, Magic Disk, Mending, Read Languages, Sleep (MU)
Second: (5+1) Bless, ESP, Identify, Locate Object, Seduction II, Speak with Animals
Third: (4+1) Calm, Clairvoyance, Lightning bolt, Phantasmal force, Remove Curse
Fourth: (3+1) Cure Serious Wounds, Infravision, Levitate, Shock
Fifth: (1) Oracle
HSO: (1) Prismatic Spray

Magic Items
Dagger +2, Staff of Enchantment, Broom of Flying, Crystal ball w/ ESP.


Friday, July 4, 2014

Skylla: Dragon Magazine #114

The first witch class that many people remember the best is the very good Dragon Mag #114 version.
It was the first one I remember seeing and using.  Chances are if you ran into someone playing a witch anytime after 1986 then they were using this class.  Interesting that it was designed as an NPC class.
It was another update to the venerable witch from Dragon Mags #5, #20 and #43.  While issue #43 had a great deal of information, Dragon #114 is known for the art. There was controversial cover and the use of Larry Elmore art as one of the witches.   It was this issue that set the desire in my mind to have Elmore art in one of my books one day.

Like issues #5 and #20, Skylla seems to be a good fit for this witch.  Like those witches the prime abilities for this witch are Intelligence and Wisdom.   Charisma is still important since it determines the witch's starting gold.
The amount of magical powers this witch gets is much less though.  Some the power don't really make a lot of sense, like a find familiar ability at 10th level.
Spells are more inline with the other spell casters.
Like most AD&D spell casters the witch starts out weak, but soon grows to be very powerful.  Maybe too powerful for some games to be honest.

Skylla from Dragon #114
Again I am making her 7th level.  If I had to name a Tradition for her it would absolutely be the High Secret Order Tradition.

Not exactly Skylla, but really close
Skylla, 7th Level Witch "Mystic" (Dragon #114)
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 14* (bonus 2 1st level spells)
Wisdom: 13*
Charisma: 12

Hit Points:  20
Alignment: Neutral Evil
AC: 4 (Ring of Protection +1)

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic

Spells 
First: Charm Man I, Darkness, Detect Poison, Give Wounds, Light, Magic Disk, Sleep
Second: Detect Invisiblity, Locate Object, ESP
Third: Calm, Lightning bolt
Fourth: Levitate

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment, Skull of Death**

Of course I am pleased with this build but that is no surprise.   I played a "Dragon 114" witch till she was about 10th level and then rolled up a "Mayfair Witch", but that is a post for another day.

Wednesday, November 6, 2019

Reviews: DMs Guild Picks

Been spending some time on the DMSGuild to see what sort of products are there.  In general, I have been a bit underwhelmed.   Here are a few that caught my attention.

Class: Elven Cavalier
I have said before that someone out there picked up Dragon #114 and instead of fixating on the witch class like I did, they fixated on the Elven Cavalier.   Well, that person might be Christopher J. Ferguson.  I will look into some of his other works later, but right now let's focus this.

The PDF is 5 pages and $1.00.  The first thing I notice is that the art is largely taken from The Hobbit movies.  I am not sure what the rules are at DMSGuild, but I am still pretty sure this is a copyright violation.
The background makes it difficult to read in some places and some of the font choices also don't help.  The class is a fairly good replication of the 1st Ed AD&D class from Dragon #114.

From a D&D 5 perspective, I am not sure where this class is supposed to live. It does not seem to be part of the core classes where variants are built like sub-classes.  This could have been a sub-class of the Paladin or Fighter for example.
It's too bad really, I was hoping for more.

Witch Class, D&D 5e (inspired by Dragon #114 witch)
Another one from Christopher J. Ferguson.
This is a 9-page $1.00 PDF with color interiors.
I love the art for this one, but the background image makes it harder to read and difficult to print. He starts with a bit of history of the witch in D&D, but I am not sure if the author knows how far back this class actually goes. That's fine the focus here is on the Dragon #114 witch.

This witch uses both Intelligence and Charisma for spellcasting and is a divine spellcaster. There is a distinction between White and Black magic witches. I like the "A Blessing and a Curse" idea here. It's a nice touch. The witches also get a lot of powers in addition to their spells. Some, like the candle magic powers, really do invoke the memories of the old Dragon Magazine witch. There are even 5 new spells. I had hoped that since this was inspired by the Dragon witch that there would be High Secret Order spells too, but the author did not include those. There are some good ideas here.

I have been reading a lot of scholarly works on myths and legends and I have wanted to see more from a Shaman class.  Here are two.

The Shaman - A New Take
From A Point of Inspiration, this PDF is full color and has 9 pages. It is Pay What You Want with a suggested price of 50 cents; it is worth more than that.  This is presented as a new full caster class with two archetypes, the Witch-Doctor and warden.
The class is good, but could use a little more detail, even a little history would be fun.  Even at twice the price it is still good.  There are new powers, but no new spells.
This class has spellcasting foci, like a fetish or idol, which gives it a nice feel. Wisdom is the spellcasting ability. This class also has some spirit based powers that are interesting. The relationship here is similar to the cleric and druid is similar to the Sorcerer-Wizard-Warlock one. I think I would have liked to have seen this class use something more like the Warlock style spellcasting to be honest, but what is here works fine. IT's a good class, but I am left want more.
The PDF is nicely designed and it looks like a fun class to try out.

Shaman Class (5e)
Another Shaman class, this time from Michael Wolf.  This is also PWYW, with a suggested price of $0.00.  It is worth a lot more than that.  The book is 17 pages.
This is a pretty full class with new archetypes, a new type of magic including using spirits, and a few new spells.  The book is pretty well researched and because of that this Shaman is a much fuller class.
This one does fill that "Warlock" niche for divine spell-casters.
If you want to try out a Shaman class then this is not just a great choice, it is one of the better products I have grabbed at DMSGuild recently.






Thursday, October 21, 2021

This Old Dragon: Issue #43

Dragon Magazine #43
It's October and that means horror here at the Other Side. It also used to mean horror in the pages of Dragon Magazine.  While the horror-themed issues would not start in earnest until the mid- and late-80s, this little gem of an issue was released in November of 1980.  

Let's put this all into context.  Holmes Basic was the D&D people were going to now to get started. AD&D was about to hit its highest levels of popularity.  The famous Moldvay Basic set was still a year away from publication.  Personally, I had just learned of the Monster Manual a year before and had gotten my hands on a shared copy of Holmes Basic that had been making the rounds.  I can vividly recall riding my bike to the burned-down Burger King in my neighborhood thinking it would make a great dungeon.  Ok. I was 11.  I wonder how things might have been different if I had gotten ahold of this issue before Dragon #114 (for reasons that will be obvious)?

But let's start at the beginning and that is November 1980. Queen's "Another One Bites the Dust" is the #1 song on the radio.  The Awakening is the number one movie and on the stands is issue #43 of This Old Dragon.

One of the real joys of reading any old magazine, and reading Dragon in particular, is seeing all the old ads.  

Ral Partha
Ral Partha, a huge favorite, is up with some of their boxed board games. Here we see one that would vex me for years, Witch's Cauldron.  I mention it more below, but here is the start of what would become my "Traveller Envy."

A couple of things I noticed right away.  One, I tried reading "The Dragon Rumbles" a couple of times and I still am not sure what it was trying to tell me.  Maybe it's because I am tired.  The second one of the featured artists in this issue is Ed Greenwood.  He really was doing it all.

The grinning hag cover art was done by Ray Cioni, a Chicago artist and we are told there are more color pages in this issue of Dragon than any other.  This includes the witch art from Alan Burton and pages of Wormy and Jasmie from Tramp and Darlene respectively.

Out on a Limb covers the questions of the time. Where can I get a copy of Issue 39? Do Angels have psionics? It is continued later in the magazine. Breaking up longer articles was more common then.

Our main feature is Brewing Up A New NPC: The Witch.  This is an update to the witch found in issue #20. Though the presentation is better here.  There is a lot here to unpack.  This article is written by Bill Muhlhausen, revised and edited by Kim Mohan and Tom Moldvay.  The witch here is very similar to the one found in Dragon #114.  Again, we get Low Order Witches limited to 16th level and High Order Witches limited to 22nd level.  I wondered if this was related to the 22 level cap found in the Greyhawk supplement.  The class reads through much like that of #114 and I am hard-pressed to find the exact differences. The article covers several pages.  I have had a fairly poor photocopy for years in my research binder. It was a thrill to finally read it again, this time with color, on the Dragon Magazine CD-ROM.  Now I have a print copy.

The Witch

 The true gem for me is The Real Witch: A Mixture of Fact and Fantasy by Tom Moldvay.  This article covers what a witch could be in D&D.  It is only half a page but is punching way above its weight class and I reconsult it often.  With Holmes' "promise" of a witch class and Tom Moldavy Basic about to rock my world in just one year's time, I have often (and I mean all the time) wondered what a Basic witch might be like as penned by Holmes or Moldvay.   I have mine, but they are my witches, not theirs. Especially a couple of scholars like them.

Jake Jaquet is next with the Convetions 1980 report.  It was a pretty good year for cons.   Speaking of which Dave Cook reports from Gen Con XIII with Survival tips for the Slave Pits.  And a report on the winning Dungeon Master of the tournament play, in  He's the top Dungeon Mentzer with none other than a very young-looking Frank Mentzer.

Sage Advice covers some AD&D questions that really are new.  A brief article on D&D in Germany from a West German player.  West German, I have not had to write that in a while. 

There is a six-page questionnaire/survey to determine how good of a DM you have.  It is more of a self-guide to help the players figure out what their DM is or can do for them.  It is a tool for discussion, not actually dissimilar to the RPG Consent list.  The difference lies in who should have the supposed power in this structure.  

Len Lakofka is up with his Leomund's Tiny Hut discussing Action in the Meele Round. It is always nice to go back to these and read not just what the official interpretation of the rules are/were but what were the areas where they were ambiguous.  41 years and 4 other editions later we lose track of these things.

We get some more color with the Dragon's Bestiary.  Not only color but Erol Otus art at that.  One of the "monsters" is an Amazon.  This is not the first time we get a witch and amazon connection. There is art in the OD&D books of a "Beautiful Witch" and an Amazon together.   It is one of the reasons I like to include Amazons in my witch books.  Both for the Cult of Diana and the duality of magical and martial qualities.   

Dragon's Bestiary

I didn't find the other two monsters, the Tolwar and the Lythlyx to be as interesting. Though I did find the Ed Greenwood art credit. He created the text and art for the Lythlyx.

Philip Meyers discusses illusions in Now you see it . . .but is it really there?.  I wonder that if Dragon #43 had been my first Dragon about witches and not #114, would my witches today have more illusion spells?

Ad for the 1981 Days of the Dragon calendar. If you can find one it will work for 2026 as well. 

For our big center-piece is a Traveller adventure called Canard from Roberto Camino. I have read through it a couple of times and it looks fun. I might need to use this Summer of 2022 when I plan my big outing for Traveller.   

Speaking of Traveller.  The reviews section is next and Roberto Camino is back reviewing the latest Traveller product Azhanti High Lightning in Azhanti: Almost too Creative.   This is likely the start of my Traveller Envy.  This was popular among the "older kids" that played Traveller a lot and it just looked so cool to me. It's a game all by itself AND it is a supplement to the main Traveller RPG.    

Douglas P. Bachmann reviews SPI's DragonQuest.  While he is not a fan of the ad copy hyperbole, he does make me want to try out this game even more.  Though we are warned that with the supplements then planned that DragonQuest could end up costing you $94 to #98 to play. A very expensive game!

A reminder of our forebears is next from Bryan Beecher in the next in his series of Squad Leader articles, #5: The Fall of Sevastopol. This one deals with a battle between the Russians and Germans in the late Spring of 1942. The DM I would meet the very next year was WAY into Squad Leader and tried to get me to play a few times.  He drifted away from RPGs eventually and even deeper into Wargames and Reenacting.  Not my bag, but I could see how he enjoyed them.  This was the DM that ran me through the Slave Lords series years ago. 

An opinion piece is up from Larry DiTillio.  The same that worked on He-Man and She-Ra as well as the Masks of Nyarlathotep.  The article, Apples, Oranges, Role-playing, and Morality, replies an article (in Dragon #39) by Douglas P. Bachmann on morality in fantasy. This article works on the premise that Mr. Bachmann did not truly understand the game worlds and the responsibility of DMing.  It's hard to evaluate this response without reading the first, but there are some interesting takeaways. There is room in AD&D (and other RPGs) for both DiTillio's world and Bachmann's.  As AD&D  game progresses with a good DM there will be other solutions to deal with problems other than with "the sword" (Witchlight is a good modern example).

Hate Orcs? You'll Love this Campaign by Roger Moore details his ideas for an all dwarven game in AD&D.  Now this might strike newer players as odd' not because of the all dwarf nature, but because back then in AD&D dwarves had class limits making it a different sort of challenge.  For example there were no Dwarven wizards.  While I like the newer versions of the game and can choose any class, I personally still find Dwarven wizards a little odd.  BUT that is not the point of Moore's article. His point is how to make it work in spite of the rule of rule limitations. 

Out on a Limb continues. We get a letter from an "E. Gary Gygax" from Lake Geneva, WI. He addresses an article from Dragon #40 about buffing up undead. This Gary guy seems to know a thing or two.

The Electric Eye covers Four From Space on Tape by Mark Herro. What we have are four different space-themed computer games on one cassette tape. I am not going to be all "well..back in my day computer programs were on cassette tape and you had the CLOAD them before you could play..."  No instead I want to reflect on two things.  First. Wow, have we come a long way!  These game were designed for the TRS-80 Level II Basic on a 16k computer.  16k! As of right now this post is 8.5k and takes up 12K of disc space.  One of my new hardware projects here at home is rebuilding a TRS-80 Color Computer 2 (with a HUGE 64k).  Let's pause a moment and be impressed by how far technology has come since the 80s.   The second point is, wow, companies really were fairly open about their copyright infringement back then.  This cassette has four games, Ultra Trek (Star Trek), Romulan (also Star Trek), Star Wars (what it says), and Star Lanes which was an outer space stock market.

Dragonmirth is next with the comics. In our color section, we get Finieous Fingers, a Wormy, and Jasmine.  The art in Jasmine is so different from anything else here. This is of course thanks to artist, cartographer, and under-sung hero of the World of Greyhawk, Darlene. I think Jasmine was too "adult" for the target audiences of Dragon at the time. Not "Adult" as in nudity (we have a bare ass on page 70, six pages before this) but in content. The art is fantastic, but the story doesn't pull you in, at least not unless you were there in the start.  Sadly Jasmine was cut for space, but I would like to do a retrospective on it someday.

Jasmine by Darlene

Really one of the great issues for me and it captures a time, for me at least, where there truly was no end of the possibilities in sight. 

Minus Issue #5 (but represented my Best Of Vol 1) I have all the published Dragon Magazine Witches.

Dragon Witches


Thursday, May 6, 2021

This Old Dragon: Issue #20

Dragon Magazine #20
This issue has been on my want list for a very long time, well this weekend I finally got a copy and I could not be happier.  My copy is a little worse for the wear, but still I am happy. So let's get right to it!

This issue comes to us from November 1978, exactly one year before I would discover D&D.  The cover is a Halloween-inspired one, and frankly, I think it is great. It has a Ravenloft feel to it, five years early.  It's one of those that rewards you the more you look into it. I can't tell who did it though. I want to say Tom Wham. 

I also should point out that this isn't "Dragon #20" this is "The Dragon #20".  

We learn from Tim Kask's editorial that the price of The Dragon has gone up to $2.00 per issue. Plus they are going to a new printer for color, things look better, but there is a cost.  Out on a Limb is coming back and I guess it was "controversial."  

Up first Marc Miller talks about his game Imperium, described as "1977's Game of the Year."  He gives us a bit of history of how the game was created and it completely invokes all my Traveller Envy.  Marc follows this up with some rules addendums. 

Some reprinted editorials from Gygax; Dragon Rumbles #19. Largely about Gen Con and Origins. Gen Con is expanding and having growing pains. 

Speaking of expanding, TSR is looking for a new assistant to Gary Gygax.  You need to have good typing, spelling, and proofreading skills.  I wonder who got the job?  I have my guesses.

Job ad, be Gary's assistant.

Mike Crane has a nice random table of various Eyes and Amulets for Empire of the Petal Throne. Easily adaptable to D&D of course, if I knew what any of them actually did. 

Nice big ad for Star Trek minis, 75mm versions at $10.95 each. 

Jerome Arkenberg is up with a great one, The Mythos of Polynesia for Dungeons & Dragons.  The format is similar to what we find in "Gods, Demigods, and Heroes."  It is detailed enough for me to do a One Man's God for it but I know so little about these myths. The gods themselves are an interesting lot. Of them all, I knew Pele and Tangoroa the best. 

Wormy is next and in full color. 

Ah. Here is the reason why I bought this issue. 

Another Look at Witches and Witchcraft in D&D by Ronald Pehr.  This article is a sequel to the article from Dragon #5, and the prequel to the ones in Dragons #43 and #114. This one is more detailed than the one found in TD#5.  This one still has the disclaimer of an "NPC Class" but offers it as a potential PC class for some DM's games.   This one also makes the connection that witches are to magic-users as druids are to clerics. The author does point out that a witch is typically neutral although individuals can be good or evil as they please.  They are not Satan/Devil worshipers even if they can summon supernatural assistance. The author points out that Cleric, Druids, and Magic-users can summon the same sort of aid.   He also dismisses the stereotype that all witches are solitary old hags indicating they need to be to work with others and in harmony with nature so a Charisma of 9 is needed at the minimum.

Presented here are 18 levels in OD&D format. They have saves and attack rolls like that of the Magic-user but require more XP, 3,000 points needed for level 2 and it scales on from there.  This witch gains several powers per level as well.  Why making a Bag of Holding comes before the more stereotypical Brew Love Potion I don't know, I do know that even I think this witch is pretty damn powerful.  

This witch also has spells up to the 8th level.  This has always felt right to me as being between the Cleric and the Magic-user.  Even in modern games where every spellcasting class has access to 9th level spells I still like the idea that Wizards/Magic-users have access to greater magics, even above my beloved witches.  She may be limited to "only" 8th level spells here, but some of these spells...damn.  "Destroy Life Level." "Wither," "Circle of Distegreation."  I don't recall if all of these made it forward to issues #45 or #114, but they are some pretty powerful spells. 

The first part covers two pages then it is continued on for a quarter page later in the magazine.  What strikes me the most is not how really overpowered this class is (it was toned down in #45 and #114), or the casual sexism in the presentation ("it provides a very viable character for ladies," it was 1978 after all), but the fact that this was the headlining article and there is no art associated with it. 

This version of the witch is the one I have typically associated with Holme's Basic set. Mostly because they share a publication time. This fits since the witch from The Dragon #5 is very obviously an OD&D witch and the one from Dragon #45 is connected to the Moldvay Basic game. Also because of the time of publication and because Tom Moldvay did a bit of the editing on that version.  This leaves the obvious connection of Dragon #114 with AD&D 1st ed.

I suppose my collection of Dragon MAgazine witches is complete, more or less. I do not have a copy of The Dragon #5, the first witch, but I do have the reprint in Best of the Dragon Vol. 1 which is identical to what was in #5.

Dragon Magazine covers featuring the witch class.

The second reason I wanted this issue, Demonology made easy; or, How To Deal With Orcus For Fun and Profit by Gregory Rihn.  This article also calls back to The Dragon #5, in particular the article on Spell Research in D&D (also in the Best of Vol. 1).  The editor reminds us that the author, Gregory Rihn also gave us a great article on lycanthropy (again, in the Best of Vol. 1) so they feel this is a worthwhile article.  This article is good. It covers the reasons why a magic-user might want to summon a demon in D&D and then how to do it!  Take a moment to breathe that one in. The Satanic Panic was just about to happen.

There is a lot of detail here and a lot of really awesome role-playability.  I mean really if your wizard or witch hasn't tried summoning some evil from the deeper dark are they REALLY living?  There are even guidelines to what needs to be in the rituals (new vestments, items, even sacrifices) and what sort of tasks of the demon can be demanded.   

This article, plus the witchcraft one, when combined can be used to add a lot of flavor to the Warlocks of D&D 5.  

Halfway, we get some photos of the various winners of awards for 1977 at Gen Con XI. Pictures of John Holmes, his son Chris as well as awards presented by Elise Gygax to Marc Miller and Tim Kask among others.

See Africa and Die! Or, Mr. Stanley, Meet Dr. Livingstone comes to us from none other than Gary Gygax himself providing a review of the game Source of the Nile.  IT is not only a pretty detailed review but also suggests some rule corrections.  The review does make the game sound fun but this is the problem in reading 40-year-old+ game magazines. All the great stuff is long out of print and expensive as hell to find. 

William B. Fawcett gives us a Traveller variant/addition in The Asimov Cluster.  Traveller! Why must you haunt my every step! But seriously, this is the exact sort of thing I would read back in the day and make Traveller feel like this epic sweeping Space Opera.  I am sure it is. I am sure there are people (and I have read their blogs) that are just obsessed with Traveller as I am with D&D who would read the D&D articles and wistfully say "someday. someday I'll play that game and it will be as epic as I imagined."   I did play some Traveller, but mine never got epic.  I don't even know which Traveller system to start with now if I wanted to get back into it.  This is my "Sci-Fi" month. I should figure this one out.

Anyway, this article provides details on the Asimov Cluster with a lot of planets here to provide points of interest for your Traveller game.

A really cool ad for the D Series modules from TSR.  I bet these will be cool.  Followed by a preview of the Ralph Bakshi "Lord of the Rings" movie.

The Drow series and Lord of the Rings

Lyle Fitzgerald gives us a breakdown of character death in It's a Good Day to Die (Death Statistics of D&D Players).  I should note that these are statistics only from his local gaming group. And it is not Players that are dead but rather Characters.  Though props for using this as a title 10 years before Worf would utter the same words.  Though like most things it is better in the original Klingon.   It's an interesting read and might even be a good snapshot of the times.  Maybe I'll create a poll one day to get some more data.  Not that I honestly care much about character death, I just like statistics.

Allen Hammack, a very prolific Dragon writer back in the day, has a rule variant for hidden movement in the War of the Ring game.

Finieous Fingers is up. People talk about being able to judge the generations of games by their feelings on Tracy Hickman. I also say you can make the same judgment on the generations just prior to that on their opinion of FF.  It's fun, but does not fill me with nostalgia.

The Convention Schedule fills a quarter of a page. In a couple of years, it will expand to several pages.

Our last article is about Demonic Possession in the Dungeon from Charles Sagui, a name I don't think I have seen before.  It's a good guide and, as the author points out, something not used enough in games with demons. This article presents demonic possession as sort of a trap to be found in dungeons (well, that is the title after all) and a good use of it. Reading this it is easy to expand on it a little more and get your Regan and Captain Howdy types. 

A nice big ad for the new Advanced Dungeons & Dragons Player's Handbook.

Back cover is an add for the Space Gamer magazine. 

Ad for the Player's HandbookAd for the Space Gamer

Counting covers a total of 36 pages, but a lot has been packed into these pages.

It is interesting to read a Dragon from this time period when I was imprinted on Dragon from the Kim Mohan/80s period.  This one feels a little more like a White Dwarf magazine to me.  If you are curious, White Dwarf #9 was published around the same time.  

Also there is a feeling of embracing more games here.  It feels like gamers were far more open about trying out other games than with what some of the older gamers today would lead you to believe.  This is also consistent with how we all played back then.

So yeah. I paid a lot of money for this issue and I don't regret it at all really.  I still have my Dragon CD-ROM with all the PDF files, but having this in my collection is still worthwhile in my mind.

Tuesday, January 5, 2021

Character Creation Challenge: Advanced Dungeons & Dragons, 1st Edition

AD&D Players Manual
Up until 2000 if you said "D&D" most people thought of Advanced Dungeons & Dragons 1st Edition.   Indeed it was AD&D that dominated the later part of the 1970s, 1980s, and with 2nd Edition the 90s. Though that is for tomorrow's post.

Today I take on the game that I played the most and the one that dominates the imagination of so many still today.

The Game: Advanced Dungeons & Dragons

A lot of ink, both real and virtual, has been spilled on the whats, whys, and hows of the differences between Basic D&D and Advanced D&D, so I see no need to spill more here.  Suffice to say that they are different games, though we freely mixed them back in the day. 

The evolution of D&D from Original to 5th edition sees it's first divergence here. 

In the AD&D 1st Ed years there was no official witch class.  There were however many unofficial and semi-official witch classes.  I talked about the Dragon Magazine #43 witch yesterday but I used it for Basic D&D.  The class was famously, or maybe infamously, updated in 1986 for AD&D in the pages of Dragon #114.  It was, and maybe still is, one of the most popular versions of the witch ever made for D&D.

AD&D Players Manual, 4 versions

The Character: Rhiannon

Ah. If I had a dime for every Rhiannon I have run into over the years. 

Not that I can blame anyone. The Golden Age of AD&D was the early 80s and the Queen of the music charts was Stevie Nicks. "Rhiannon" by Fleetwood Mac was released in 1975 on the album Fleetwood Mac. The second Fleetwood Mac album to feature this title, and their tenth overall, but the first with new couple Stevie Nicks and Lindsey Buckingham.  But in the 1980s it wasn't this album or even the insanely good and popular Rumours or Tusk that grabbed me and my imagination. No it was Stevie's solo efforts Belladonna and (especially) The Wild Heart that began my deep, deep love affair with witches.

Rhiannon would be an old witch in my games today. Likely a relative or even a spiritual Goddess-mother to Larina.  But today she is the young Maiden who "rings like a bell through the night" and looks for a lover.  I can't help think of her as anything but the famous art Elmore drew in the Dragon #114 piece.  If she looks a little like Stevie, well, maybe Stevie looks like her.

Rhiannon
1st level Witch, Sisters of the Moon coven, High Secret Order
Chaotic Good

STR: 11
INT: 16
WIS: 13
DEX: 13
CON: 11
CHA: 15

AC: 9
HP: 3

Saving Throws
Witches use the best of Cleric & Magic-user Saves.

Poison or Death: 10
Petrification or Polymorph: 13
Rod, Staff, or Wands: 11
Breath Weapon: 15
Spell: 12

Saves +2 against other witch magic

Spells
1st (1+3):  Darkness, Mending, Seduction, Sleep

Equipment
Dagger, backpack, iron rations, water, 50' rope, staff.

AD&D Players Manuals and Dragon #114
Everything you need for a witch character in 1986

I think an updated, and more mature, Rhiannon will need to grace my War of the Witch Queens games sometime.

Rhiannon rings like a bell through the night
And wouldn't you love to love her?
Takes to the sky like a bird in flight
And who will be her lover?

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Friday, November 22, 2013

Skylla: Dragon Magazine #20 (and #5)

The first witch class that many people remember the best is the very good Dragon Mag #114 version.
It was the first one I remember seeing and using.

It was not long though before I discovered that there were other versions. In fact the 114 article mentions this.  I tracked down issue #43 (and 42, it had demons) and spent...well a lot on it.  That's how bad I wanted that issue.  It was worth it in my mind but I know I over paid.

The Witch in Dragon magazine has a nice long history.  The first version appeared as early as issue #5 (March '77).  It was basically an expanded NPC/Monster entry, but it introduced ideas adopted by every other witch class to appear afterwards; differences between good and evil witches, a mixing of clerical and magic-user powers and spells, and the High Secret Order.   I will go into these all in the detail they deserve in this and future posts.

The witch in Dragon #5 is an odd one for another reason. The editors claim that it was sent to them 18 months prior to publication.  So October 75.  There was no Dragon magazine then, just the Strategic Review which began in Spring of 75.  There is also no name on it. The claim is that it was sent to them anonymously.  It is possible I guess, though I also think it is likely that the authorship is known.   It had a number of new spells and magic items, but no advancement tables. This class/npc later appeared in the Best of The Dragon Vol 1.

Right now though I want to concentrate on the witch from Dragon #20 from November 1978.
For starters it is a complete class so that makes it ideal for comparing to my other classes.  It also marks one of the first of the Halloween themed issues.
This class was expanded by Ronald Pehr and based on the witch that appeared in issue #5.  This could also be one of the first examples of power creep in the game.  The witch gets a lot of powers (more so that other versions) and more XP per level than the Magic-user.
This witch gets spells up to 8th level. A split between the cleric's 7th level max and the magic-user's 9th level max.  The same thing I did for the Basic Witch.
The author says that the Witch has the same relationship to Druids as the Magic-User has to Clerics.
Witches in this variant are Neutral, but individuals can be good or evil.  Witches need a 13 in both Intelligence and Wisdom (I adjusted Skylla stats accordingly), they also need to have a minimum Charisma of 9.

Skylla from Dragon #20
Again I am making her 7th level, though 6th would have been just fine really.  If I had to name a Tradition for her it might the High Secret Order or even the Dragon Witch Tradition.

Not exactly Skylla, but really close
Skylla, 7th Level Witch "Enchantress" (Dragon #20)
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 14*
Wisdom: 13*
Charisma: 12

Hit Points:  20
Alignment: Neutral Evil
AC: 4 (Ring of Protection +1)

Powers
1st level: Brew poisons, narcotics, hallucinogens
2nd level: Make a Bag of Holding
3rd level: Brew Love Potions
4th level: Dance of Seduction
5th level: Add Plus 1 to Charisma
6th level: Brew Truth Drug
7th level: Read Magic, Druid, Illusionist scrolls

Spells 
First: Give Wounds, Cure Wounds, Detect Magic
Second: Detect Invisible, Locate Object, ESP
Third: Charm, Phantasmal Forces

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment, Skull of Death**

Skull of Death (from Dragon #5): A huge charred bejewelled dragon skull to be worn like a helmet.
The wearer may mentally command any undead characters (up to three dice in number) at any range. Other powers imbued in the wearer are “The Finger of Death” and “Animate Dead”, and these two powers may be used repeatedly. The wearer will regenerate from combat damage at the rate of 5 points/turn, even if killed (unless beheaded).

A LOT more powers, but a smaller and very different selection of spells.
I also gave her the Skull of Death from Dragon #5 since that is what it looks like she is wearing anyway.

Other Skylla writeups

Wednesday, July 27, 2016

Class Struggles: The DM's Guild Witches

Initiation Ritual by Trishkell
I'm very deep into my D&D5 game right now and I have already scribbled out a notebook full of ideas of how to convert my Witch class to 5e.  So much so that I feel like I am in a good place now to look at other people's interpretation of my favorite class for 5e.

While there is a lot of fun D&D5 information out there, I focused my attention on the DM's Guild online store.   This is not an exhaustive list and it is not in any particular order.   Well...they are in the order they opened up in Acrobat.

General notes.  There is a lot of things you can get away with in the DM's Guild that would never fly under the OGL or in the OSR.  I am going to have to judge these on their own merits and not the merits of professional designers or even the enthusiastic amateurs of the OSR/DIYD&D crowds.

Witch Class, D&D 5e (inspired by Dragon #114 witch)
Christopher J. Ferguson, 9 pages, $1.00
I love the art for this one, but the background image makes it harder to read and difficult to print.   He starts with a bit of history of the witch in D&D, but I am not sure if the author knows how far back this class actually goes.  That's fine the focus here is on the Dragon #114 witch.
This witch uses both Intelligence and Charisma for spellcasting and is a divine spellcaster.  There is a distinction between White and Black magic witches.  I like the "A Blessing and a Curse" idea here. It's a nice touch.  The witches also get a lot of powers in addition to their spells.  Some, like the candle magic powers, really do invoke the memories of the old Dragon Magazine witch.   There are even 5 new spells.  I had hoped that since this was inspired by the Dragon witch that there would be High Secret Order spells too, but the author did not include those.
There are some good ideas here.

Witch Class (5e)
William Russell, 13 pages, PWYW (paid $1.00)
I rather like this one.  The layout is really nice, very professional. The witches here as presented as natural spell-casters; learning through natural ability and experiences. Wisdom is the spellcasting ability for this witch and are natural Ritual Spellcasters.   This witch also has a number of witch traditions; fey, hedge and shadow.  All provide the witch with background and provide some powers. This witch also can assume animal shape and has a spirit kin; something like a spirit animal.  There is a list of spells, but no real new ones.
There are a lot of great ideas in this one to be honest.

Witch Class
Todd D, 6 pages, PWYW (paid $1.00)
This witch is more like a warlock, but that is what it is advertised as.  These witches appear to be manipulators of Fate.  These witches also use Wisdom as their spell casting ability.  Instead of pacts or traditions this witch has "Heritages"; the Traditionalist, the Blighted, and the Clarivoyant.  Each one gives the witch some different sorts of powers.  Ends with a spell list.
At six pages it seems a bit thin, but does exactly what it said it was going to do.

The Shaman - A New Take
From A Point of Inspiration, 8 pages, PWYW (paid $1.00)
Not exactly a witch, but close. This class has spellcasting foci, like a fetish or idol, which gives it a nice feel.  Wisdom is the spellcasting ability.  This class also has some spirit based powers that are interesting.  The relationship here is similar to the cleric and druid is similar to the Sorcerer-Wizard-Warlock one.  I think I would have liked to have seen this class use something more like the Warlock style spellcasting to be honest, but what is here works fine.  It is a good class, but I am left wanting more.

Spells of the Unapproachable East
From Polaron Posadas, 12 pages, PWYW (paid $1.00)
This collects various spells that have appeared in some Forgotten Realms books in previous editions focusing on the lands of Thay, Aglarond, Rashemen, Thesk and the Great Dale.  If these names do not mean anything to you, don't worry, I only am vaguely aware of them myself.  The point here is that there are a lot of "new" spells for you.   The spells comprise the last 8 pages.  Some are familiar enough to me just because I have been playing for 36+ years, but some are new to me.  Twelve pages for a buck (or less) is not a bad deal really.

Glamour Mage Class
From Phoenix Bryant, 12 pages, PWYW (paid $1.00)
This one is nice since it comes in both screen and print ready versions.  While not exactly a witch, it covers a lot of the same ground.  Spellcasting is like a warlocks and a emphasis is given on glamour and flashy spells.   There is actually quite an interesting and unique class here and one I'd like to try playing.  Maybe an NPC would work well.

New Warlock Invocations
From Mad Le Fou, 8 pages, PWYW (paid $1.00)
Four pages of new Warlock invocations and two pages of a new Fighter archtype, the Hexblade. The Hexblade obviously gets some ability from the Pact of the Blade Warlock, but some martial ability as well.  The artist is not listed, but I found his work here: http://rodimus25.deviantart.com/art/Fantasy-Warlock-174156589

Pacts & Patrons (and eldritch invocations!)
From Pilleri Federico, 12 pages, $1.50
Two new pacts and five new patrons for warlocks.  The art and layout is nice.  The Aegis Pact is similar to Pact of the Blade.  The Pact of Concoctions makes the warlock into a brewer of potions.  The patrons are for me the more interesting part of the book.  These include The Archmage, The Ascendent (almost a god), Fate, Mother Nature and the Phoenix.  Each comes with some flaws and an expanded spell list.  The last couple of pages are devoted to new invocations.

Druid Circle - Circle of the Eremite
From Nathan England, 3 pages, PWYW (paid $0.50)
Potion brewing druids. Comes with printer friendly and screen versions.  This class has a Hedge Wtich feel about it to be honest. A bunch of new potions are listed at the end.
Not a bad idea, but feels a little off to me somehow. I have not put my finger on it to be honest.

3 Archetypes #04 - Druid
From Diego Bastet, 4 pages, $1.00
What is says on the tin. Three new Druid circles including a Circle of Witchcraft.  Interesting ideas, but not entirely sure it works for me. The Circle of Rebirth and Circle of Seasons are more interesting and come a little closer to what is expected from a druid.

Archetypes for D&D
From Donald Stelling, 7 pages, PWYW (paid $1.00)
Five new archetypes including a witch (sorcerer) and the witch hunter (any).  The witch gets some new spells (from other classes) and four new powers. If I were to use this with other witch classes I might call it a Witch-kin or a Witch-blooded.

The Dungeon Master's Handbook II
From Andrew Cawood,  94 pages, $4.99
The largest book downloaded from the DM's Guild so far.  Lots of lists of monsters and encounters, most of which I have no need for. Sadly that accounts for about 40 some pages.  There are about 30 pages of monster stats with minimal descriptions and no art.  If you are running Curse of Strahd I see that there is some use in this.

Wizard Tradition: The Witch
From Devlinus Productions, 7 pages, PWYW (paid $1.00)
This presents three witchcraft Wizard traditions: White, Black, and Gray and two Patron: the Fiend and the Earth Mother.  This one is more in-line with other TSR/WotC versions of the Witch, esp the 2nd and 4th editions where the witch was akin to the Wizard.   The author even states that the 2nd ed Witch kit was one of his favorites and I can see that here. The Patrons and the traditions offer mostly role-playing favor to the witch, but that is fine.  The witch gains ritual casting abilities and boons.  The odd thing about this one are the minimum ability scores required.  I don't recall any D&D class having minimum ability scores required in 5e.  There are some good ideas and certainly a witch I would like to try playing.

I think I will do something I did for Necromancers in 3.x and later witch-like classes in 4e. I'll print these all out, but them in a binder and make a character using each class.  It would be a lot of fun. Well...fun for me anyway.

I can even throw in this one from the DnD-5e-Homebrew Tumblr.
http://dnd-5e-homebrew.tumblr.com/post/138019533480/witch-class-by-zarieth


Monday, August 13, 2012

Witch Books, Part 1. The beginings

With Eldritch Witchery and The Witch done and off to final edits and layout I wanted to spend some time looking at some the older books on witches for the D&D game over the years.  I have all these books (no surprise really) and I have played them all.   Each brought something different to the game and some worked better than others.

Bard Games: The Compleat Spellcaster
Man I loved this supplement back in the day.  The witch in this is very typical of the time.  It is a modification of Magic User class, but with a bunch of new spells. What is lacks in actual crunch it more than makes up for in style.  What was particularly cool about this was all the new demons and other monsters.
This was later merged into the Arcanum series of books that were also quite fun.

Witches Court Marshes (print) (pdf)
An adventure and an new class. When I first got this years ago, but long after I had moved away from AD&D 2nd ed and I was not that impressed.  Now looking back at it, it has a certain charm.  The Witch class is a sub-class of Magic-User, but the experience for each level is much lower that I have seen for other witches.  There are plenty of new spells and in true old-school fashion some classes and monsters are completely immune to the witch's power/spells.
In addition to all of this there is a marsh that is the home to many evil witches.  I might need to update this one for my own uses.

Dragon #114 Witch
This one the one that grabbed my, and many other's attention back in the day.  It was presented as an NPC Class, but I don't know anyone that followed that rule. This was an update of the witch class that had appeared earlier in Issue 43.  It is also the one the most people seek to emulate.  The witch here was limited in level, but there were plenty of options.  This witch included many level based powers, plenty of new spells and an interesting new concept of High Secret Order spells.  The HSO spells were only available if the witch belonged to the High Secret Order.  This issue also featured a really great piece of Elmore art and I have always associated witches and his art ever since.
One only needs to see the top of my blog here to know how well this class has defined how D&D players see the witch.

Witches Mayfair Games
This was the book that I HAD to buy.  First off, it was all about witches and it came at  a time when I had been working on my own witch class for some time, but had not quite got everything solid yet.  It was also my first go at playtesting a class.  I used this witch in a game but every time she went up in level I also leveled up my own witch class and the Dragon #114 witch.  Just to compare powers.  As a guideline I also had the exact same character as a Magic-User/Wizard so I could compare what she could do in the game.  It was very interesting.
Plus is was from Mayfair games and they were now (then) doing Chill.
It has 9 different kinds of witches and plenty of really cool spells.  Interestingly enough it also had the Deryni in this book.  I had played a thoroughly OD&D (with honest to goodness LBBs) where the characters were all Deryni with a psionic system from Eldritch Wizardry.   To this day I still feel the Deryni are more psionic than magic, but the class here is not bad.  I also felt the book had a lot of good advise on how to add witches to a game that might not have had them before.

Complete Wizard's Handbook
This is less of a witch book, but it does feature the witch "Kit" for AD&D 2nd Ed.  It also really set the tone for what WotC would later do with their own witches in 3.x (the custom wizard in the DMG).   The additional spells are nice to have for this, but only required if you also like to play other wizard types or need to have a complete collection.

Van Richten's Monster Hunter's Compendium #3
This guide combines the previous works of Van Richten's Guide to Fiends and Van Richten's Guide to the Vistani, plus the unreleased Guide to Witches.  Needless to say I was really looking forward to this book  Obviously the Guides to Demons (renamed from Fiends) and Vistani, were still top notch.  The Guide to Witches really should have been called the Guide to Hags and Witches, because it dealt with both.  I'll break it down here.

Guide to Hags
        I really liked this part.  Hags should be part of Ravenloft, and I think this section did a great job of presenting another monster type in a far more complex light.  It is on par with the Guide to Liches or Vampires.
I would have liked to seen more on linking hags to Night Hags.  I liked the second change idea that other hag type change into Night Hags, but does not have to be the only way they are linked.  In the Monster Manual 2 (1st Ed.) stats that the Annis is a relative to Night Hags and the Greenhag is a relative to both the Annis and the Sea Hag.
I liked the Irdra/Ogre link to hags, but I liked the "Dark Fay" theory much better.  My hag, the Makva (or Wood Hag), are more of a dark faerie type than an ogress.  Plus I don't play Dragonlance, so the Irdra are not part of my worlds.
For Hag reproduction and powers the Makva are most similar to Greenhags. Except most Makva only live about 800 years.  Makva are usually spawned from elves and half-elves rather than humans.  Makva may join coveys, but their will be only one makva per covey. In spawning rituals Makva pick elves or half-elves as victims. They can perform them only on nights of the new moon.

Guide to Witches, Warlocks and Hedge Magicians
        I was prepared to find witches that were very different than my own, but I did not expect that they would be this different! Witches have had a spotty history with D&D since the beginning and it seems that every few years a new rule book comes up that gives us a different vision on the witch.  To begin with this witch is not a class or a subclass, but a kit.  It is also not the same as the Complete Wizards Handbook witch kit.  What I did like was the information on the Church of Hala and the acknowledgement that witches could be good or evil, overall I did not like it.
        I am not saying I did not like the new kit, I just do not like them as Witches.  The author, Steve Miller, got the points right about witchcraft being based in faith and I really liked the whole idea of the Weave, I just did not feel that these were the same kinds of witches from fantasy and horror literature. For example where was any mention of the occult? Or how about familiars? I just felt that these witches lacked a few of the things that made witches special.

Which Witch is Which?
Here is a side by side comparison of the various classes and kits that have been called witches over the years.
Bard Games CWH Role-Aids VR MHC3 Dragon #114
Base Class own Wizards Wizards Any non-magical Own subclass
Races, human yes yes yes yes yes
…Half-Elf yes yes yes yes yes
…Elf no yes yes yes no
…Half-Orc no no no no no
…Gnome no rare no no no
…Vistani (and Half) NA maybe no yes no
Ability Requirements WIS 13, INT 13 INT 13, WIS 13 INT INT 10, WIS 12 INT 10, WIS 10
…Minor Requirements
CON 13 WIS CON
Proficiencies NAWizard Wizard By Class NA
…Bonuses magic yes no yes yes
Alignment, Witch Any non-good Any any lawful
…Warlock NA NA Any any chaotic NA
Weapons Restrictions yes yes yes no yes
Armor Restrictions yes yes yes when casting yes
Highest Spell level 7 9 9 9 8*
Special Powers yes yes yes yes yes
Special Hindrances yes yes no minor yes
Faith? NA not-required yes yes yes
Covens yes no yes yes yes

These products represent the earliest years of D&D on up to almost 2000.  The next 12 years we will see almost 3 new versions of the D&D game (more or less, D&D 3.x, D&D 4, Pathfinder) and more witches than ever before.

Thursday, May 4, 2017

This Old Dragon: Issue #114

It is not an exaggeration to say that Dragon #114 was a watershed issue for me.  But before I get into all of that I want to quickly restate what I am doing here since I have gotten a few new readers.
So the background here is I had purchased a couple of large gaming collections over the last couple of years. My brother also gave me a box of Dragons in really bad shape.  After combining, keeping some, selling off others and tossing (yeah, had too) ones that were in terrible shape I was left with about 100 or so Dragons that were in pretty bad shape.  Most were missing covers, many are missing pages and maybe one or two are fully intact.  In This Old Dragon, I am grabbing issue out at random and reviewing them.  I can only review what I have, so if it is missing I won't talk about it.  The only exception I make is the covers.  If I feel too much is missing or something important is missing I'll check my Dragon-Magazine CD-ROM.  Cool?

So,  Let's get into this issue!
Speaking of covers let's have a look at this rather infamous cover from David Martin. In future letters sections, there were plenty of complaints of the "Playboy" like cover. It is also one of the few covers I would love to have an art-print of in my game room.  I loved it then and I still do. I have never seen an art print of it though. A little more than a year later the cover was reused (with permission as I understand) for the cover of Angel Dust's "To Dust You Will Decay" album.

The Letters section covers questions about spending more than $100 on the next version of AD&D (2nd Edition).  Some things never change I guess. Some letters on Psionic in combat too.

Editor Roger Moore talks about someone impersonating him at Gen Con 19.  Don't know if the guy was ever caught.

Ok.  Let's jump in.
The Witch is the main feature of this issue.  And by main I mean I don't think I ever read anything else in the issue for many years.  I think it was 1990 before I ever looked at the Ecology article.  This article dominated the issue and the minds of many.  I know many of you reading this either knew of this article, read it or had a witch from it.   Chances are if you ran into someone playing a witch anytime after 1986 then they were using this class.  Interesting that it was designed as an NPC class.
It was another update to the venerable witch from Dragon Mags #5, #20 and #43.  While issue #43 had a great deal of information, Dragon #114 is known for the art. There was the controversial cover and also the use of Larry Elmore art as one of the witches.   It was this issue that set the desire in my mind to have Elmore art in one of my books one day.  I had made a witch class prior to this, back in July of 86.  But I remember exactly where I was and what I was doing when I first made a character using this witch.  It was in study hall, October 25, 1986.  I was a senior in High school. I was in the larger study hall because the teacher I normally had study hall with had just died. I was set to play Dr. Seward in my High School's production of Dracula.  I pulled out a sheet and rolled up my first witch.


Yes. That is my iconic witch Larina.  That binder is full of different versions of her for different games, but this is the first.

Moving into the article and class.  This witch is WAY overpowered.  It is easy to see that now, but back then I didn't care. Bonus spells, powers at nearly every level, High Secret Order Spells? Yikes. But yet I do love this witch so.  10 pages, lots of new spells.  That Elmore art.  Totally fell in love.  Limiting the witch to 8th level spells seems like a natural thing to me now.  Back then I never gave much thought.  These days I give WAY too much thought.  I have a huge Excel file filled with spells and levels to some up with the optimal levels of every spell and placement. It has informed all my writing for years.  8th level feels right.


I see the seeds of nearly every witch I have played in these pages.  Certainly, my own Witch class has been inspired by it.

After that everything else in the magazine is a little weak.  It's isn't, but it sure feels like it.

Grave Encounters is full of great random tables for monsters.  I made a copy of it and stuck into my Ravenloft boxed set.

Not to be outdone by Bill Muhlhausen, Chris Booth is up with The Elven Cavalier. In my mind, I always thought that there is someone out there that read this article and got the same joy out of it that I got from the Witch article.  It is a good article and when I finally sat down to read it in earnest I became convinced that this was someone's favorite article and class.  So much so that it later affected things I did with Larina.  At one point she became romantically involved with an elven cavalier and thus my other iconic witch Taryn, the half-elf was born.
I created a group of Elven Cavaliers called the "Moon Knights" (it was the 80s. I am allowed).

Were you that person out there that loved the Elven Cavalier?  I'd love to hear about it.

The Ecology of the Remorhaz took me till 1990 or so before I read it.  Not that it is a bad article, far from it, it always got eclipsed by the witch.

Robert Kelk is up with Combined Generation or another attempt to put all the tables needed for character generation in one place.  It's a good article in theory. In practice I can't say.  At the time I never needed it, by 86 I had been playing for 7 years and pretty much knew where everything was without thinking about it. Today, rereading it, I can't say since I am too far removed from those days.  I can say that if I ever play 1st ed again I will have these handy.

Class Struggles (yup, but let's be honest an obvious name) from Mark Kraatz details things characters can do between leveling up times.   Some good ideas here that can be easily ported over to any version of *D&D or OSR.

The next article was part of a rash of articles and products to "better define" D&D.  It's a hit-but where? by Alex Curylo is another hit-location article. There are lots of example creatures, including the Flumph, on random hit locations.  It's a level of detail I never cared for and when it came up in game we usually either hand waved it or decided where the hit must be depending on the damage caused.

Moving on to more modern games and sci-fi we have an article from Russell Droullard on creating adventures for Top Secret; A Recipe for Espionage.  I am sure it would for other spy games as well like James Bond.  Thomas Kane follows up with the legal process in Top Secret in Guilty as Charged.

The Marvel-Phile deals with some details that didn't quite make it into the Advanced version of the game and a DS al Coda of the Moon articles from Ares. The only hero I recognize here is Medusa.

Neat, full color ad for the Immortals set.

Role of Computers covers the game Wizard's Crown for the Apple II, Commodore 64 and Atari XL.  The screen shots look like the Atari version. It looks fun, in a retro sort of way.  I know by this time I Was feeling a left out on my little 16k Color Computer 2.  But no fear the 128k Color Computer 3 was coming out and I was going to be rocking!

Ad for the Palladium Fantasy RPG.  Really wanted to play that back in the day.

High-Tech Hijinks by Randal S, Doering covers adding technology to your FRPG and AD&D in particular.  I will be honest. I never read it. I don't mix tech and magic in my games. It's a thing.  Though rereading it now, I am sure I at least glanced at it. A lot of it feels familiar.

We end with Wormy (which was getting stranger all the time to me), Dragonmirth and SnarfQuest (which was totally about tech in D&D).

It is very difficult to classify this issue for me.  The Witch article drowns out everything else in my mind to the point that I think only of it.  Yet there is a lot of othr good things in this issue.
It is easily one of my top 5 issues. Maybe even my most favorite.

I know for a fact that while I would have done the witch class, I would not have been able to do it as well had it not been for this.  If nothing else it gave me ideas to use, ideas to avoid and something to playtest against to see how it all works.  The roots of my own game design are right here.

The fruits of 30 years:

The Witch: For Basic-era games The Warlock for Swords & Wizardry


Which one is next?



If this was a watershed issue of Dragon, White Dwarf was doing the samething in October of 1986.  Check out what I said about Issue #82 in White Dwarf Wednesday.