Dragon Issue 108: April 1986
part 3/4
Mutant manual: This month's special is a 12 page bestiary for gamma world. The usual set of mutated reprobates with pun names to annoy, and possibly abet your characters. Curiously, none of our big regulars contribute. Guess this is powered by genuine fan demand. How nice.
Ameebies are creepy macrobes that suck your face and then assume a humanoid shape. They're pretty hard to communicate with, and have odd senses. Do they have some agenda beyond just eating? Do you want to give them a chance to integrate into society and risk getting your face sucked? Hmm.
Bumbles are gigantic bees. Unfortunately, they're missing a load of their stats, due to poor picture positioning. Errata errata, mutter mutter. They are intelligent, so you might be able to trade with them for honey. Mmm. honey.
Fear deer are a definite case of attack of the pun names. Unless there's nothing else to eat at all, leave them alone. If their fear doesn't get you, their poisonous antlers might. If you really must hunt them, do so from a distance.
Crumbleweed are gigantic poisonous invisible tumbleweeds. |'ll bet your players won't expect to be rolled over by one of them. How very random.
Deng keshes are shy cacti that drop into the ground and hide whenever something comes along. Amusing visuals, but a pretty sensible idea really, given that anyone with any desert lore knows to tap cacti for water. Try not to get too warner brothers with them.
Draguns are giant sea alligators. They're big enough to swallow you whole, and if you bombard them from a ship, they can shoot you back. Gamma world's weirdness extends to the high seas as well as the land.
Firebugs are fire-breathing crickets with a vindictive streak. Like Pernicon, they come in swarms, which means you might get some of them, but there'll be more around to take you down in revenge. Putting forcefields around your crops is pretty much the only way to foil their depredations.
Gliders are flying komodo dragons with laser eyes. Now that's what random mutation gets you in gamma world. In reality, you'd just be dead. Comic book radiation is awesome.
Kreel Torrn are another creature derived from grasshopper stock. Nomadic humanoids, they'll probably try and raid you, but can be negotiated with from a position of strength, and hired (until they get bored and betray you.) Yer basic orc analogues then, only with super jumping.
Lukalukas are giant turkeys which release clouds of gas as a distraction when startled. They don't make very good eating, and are rather irritating.
Moklas are mutant brontosaurs. Guess they weren't as extinct as everyone thought, and they've made a comeback. Another thing that can really ruin the day of shipgoing adventurers.
Niregs are double headed turtles. Each head has it's own personality, and they may argue sometimes. Now where have we seen that before?

I'm sure Trampier won't mind. You can befriend them if you try. Just don't ride them if you want to get anywhere fast.
Purrlions are giant domestic cats. They're pretty easy to tame, but don't make good mounts. After all, they are cats. Even when they're friendly, they do what they want, not what you order them too. Watch out for mutant catnip as well. You ever tried breaking the addiction of someone who doesn't want to quit? It's a lot worse when they're that much bigger than you and have sharp claws.
Rakkons are giant raccoons with empathy and photosynthetic skin, of all the strange powers they could have. They can be tamed, and make decent pets or riding animals. Definitely one that could have been created purely by random rolls.
Ribbets are, as should be obvious, frogs. Intelligent, flying frogs. Mischevious, intelligent flying frogs with faeesque powers such as time manipulation and memory erasure. You know what that means, don't you. Humorous screwage. They must die.
Slippigs are rather comical. They're just normal pigs that secrete an extra slippy grease, which makes them a bugger to pin down. I can certainly envisage hilarious scenes resulting from encountering these creatures. But they do make good eatin', and wandering outcasts can't be too choosy. Best to set a trap rather than try chasing them down. Preferably a pit or something else they can't squeeze out of.
Triphants are triple trunked elephants with poisonous spikes. While not that aggressive, this makes them even scarier than regular elephants. Good thing they're not smarter than regular elephants, because with three properly co-ordinated trunks, they could probably be pretty effective tool-users and build their own civilization. And you wouldn't want to get between them and their food, when each of them needs so much.
Vilchneks are giant chameleonic spiders. Unless you have even more gigantic birds around to scare them off, or spears at the ready to impale them when they pounce, you may be in trouble. Eh, nothing experienced adventurers can't handle. Are you experienced? (guitar riff)
Xloecs are double-tailed giant snakes with arms. They make rattlesnakes look thoroughly weedy, with their power to create thunderclaps with their tails. They're pretty slow through, so when they warn you away, stay away and you should be fairly safe. Being eaten whole would not be a cool way to go.
Rather a random set of creatures here, with many of them feeling like they were thought up purely through rolling on a table, and keeping the most deranged results. On the plus side, this keeps them surprising, as they don't all fit into the standard monster tropes. Once again, we are reminded that Gamma world is not an entirely serious game, and like D&D, you shouldn't tie it too closely to real world physics. Another fairly entertaining centerpiece to fill the magazine out with.
TSR Previews gets mixed up, putting the further away stuff first. How very confusing. Well, it seems like there's way more stuff coming out in june than may, so they want to prioritize that. I shall keep my attention on the ones for next month though. Otherwise I would wind up repeating myself, which is no fun.
D&D gets M2: Vengeance of Alphaks. Face one of the biggest threats to the known world in his exceedingly nasty dungeons. How will he keep them from using Wishes, Gates, armies and stuff to short-circuit the adventure? Good question.
AD&D is also featuring a returning set of villains with A1-4: Scourge of the slave lords. Compiled, revised, and redesigned to better follow on from T1-4 to make a truly epic campaign, you can once again fight and intrigue your way through this brutal tournament series.
And we also introduce Agent 13, The midnight Avenger, to our roster. Written by Flint Dille, this seems to be a high adventure pulp series, set in the 30's, with all the genre mishmashing and cliffhangers that implies. The first two books, Agent 13 and the invisible empire, and Agent 13 and the serpentine assassins, are out now. This is another case where my opinion is divided. I quite like pulp. I quite like Flint Dille. (he wrote the goddamn transformers movie, among many other things.) But I know that this is both not a very commercially wise move, and this is part of the relationship between TSR and the Dille family that resulted in Lorraine Williams (Roll of thunder, stab of organ music) getting control of the company. How very awkward.