Dragon Reflections #81

This issue features a high-level adventure, poisons, and spell components!

Dragon Magazine released Dragon #81 in January 1984. It is 100 pages long and has a cover price of $3.00. This issue features a high-level adventure, poisons, and spell components!

dragon-81.jpg

This month's special attraction is "The Ruins of Andril" by Ian Melluish, winner of the Module Design Contest Category A-3 (dungeon for AD&D characters of levels 8-11). The once-powerful city of Andril fell into ruin after a civil war, leaving only the monument to Thoth intact, buried but rising from the sand every two years. The characters must venture into the monument, seeking the great treasure rumoured to lie within. This adventure excels in atmosphere and lore, though some groups might find it too trap heavy. The influence of I3: Pharoah (1982) is undeniable. Melluish wrote nothing else for the hobby.

"Taking the Sting Out of Poison" by Chris Landsea revisits this often-discussed topic, providing a thorough overhaul of the AD&D poison system. Landsea critiques previous poison rules for their inconsistencies and imprecision. He responds by categorizing poisons into five types: ingestive, insinuative, contact, gas, and venoms, with defined mechanics for their use, detection, and effects. Additionally, the article introduces a practical system for antidotes. Landsea also provides guidelines for poison usage by characters, stressing that only assassins can use poison "frequently and effectively" while offering limited access to other classes. It is an excellent article, and it's a real surprise that he published no other RPG material.

"In the Cleft of Queens" by Esther M. Leiper follows a group of adventurers embroiled in a power struggle between rival monarchs of a divided kingdom. As the protagonists navigate political intrigue and ancient secrets, they must choose sides in a conflict threatening to destabilize the realm. The premise is strong, and the prose is vivid, but the pacing and character development fall short. Leiper published several other stories and poems but nothing else for Dragon.

Ed Greenwood brings us "The Ecology of the Basilisk." Writing in the guise of "Rhaphodel, Sage of Sages," he examines this dreaded creature. Greenwood delves into the mechanics and limitations of the basilisk's petrifying gaze while also exploring the monster's behavior, mating habits, and weaknesses. The article also discusses the basilisk's use as a magical resource and its flaws as a guardian beast. As always, Greenwood's writing is thoroughly readable and provides lots of actionable lore.

"Chariots for Characters" by Pete Mohney discusses the integration of these ancient vehicles into AD&D gameplay. Mohney explores how chariots revolutionized historical combat, providing greater mobility and power to warriors. The article offers game rules for chariot construction and their use in battle, highlighting the advantages and vulnerabilities of characters mounted on these vehicles. The article is well-crafted, but it's hard to imagine chariots being used in the game outside of mass combat. Mohney wrote a small number of other articles for Dragon.

Roger Moore delivers AD&D stats for "Cu Chulainn," the legendary Irish hero. This seven-foot tall, red-headed warrior has abilities ranging from powerful berserker rages to various illusionist spells, and he wields several unique weapons like the fearsome Gae Bolg spear. Moore highlights Cu Chulainn's exceptional combat prowess, loyalty to his companions, and fierce sense of honor. However, his volatile nature makes him an unpredictable ally. He would be a great NPC to add to your campaign.

Michael Dobson's "Living in a Material World" looks at the often vexing and ignored area of material spell components in AD&D. Dobson notes that strict enforcement of material components increases game immersion while limiting the power of spellcasters. He offers practical advice on where and how players can acquire these components, whether from magic shops, alchemists, or through their own foraging. The article provides impressively detailed tables describing how to acquire every spell component in the PHB and the cost of doing so. It is high quality, and it's no surprise to learn that Dobson joined TSR the previous year, eventually rising to become Director of Games Development.

On to the regular offerings! There is a new feature this month, "The Forum," which publishes extended reader commentary on Dragon articles. It complements the long running "Out on a Limb" feature, which publishes short reader letters.

"Off the Shelf" returns with more book reviews:
  • Master of the Five Magics by Lyndon Hardy is an enjoyable fantasy with a plausible plot but an undistinguished style.
  • Soul-Singer of Tyrnos by Ardath Mayhar is a novel full of fascinating concepts but weakened through unconvincing revelations and underdeveloped characters.
  • The Swordswoman by Jessica Amanda Salmonson is an original and meticulously realized fantasy that offers fans "something a bit out of the ordinary."
Lewis Pulsipher offers another instalment of his sporadic "Role of Books" column. This time, his focus is on the ancient world:
  • Daily Life in Ancient Rome: The People and the City at the Height of the Empire by Jerome Carcopino is a lively portrayal of life in Rome under the emperors Trajan and Hadrian.
  • Everyday Life in Roman and Anglo-Saxon Times by Marjorie and C. H. B. Quennell is an informative but disjointed book aimed at juveniles, covering British history from Roman to Norman times.
  • Life in Classical Athens by T. B. L. Webster is a valuable exploration of Athenian daily life, though the latter half falls contains too much armchair psychology.
  • Everyday Life in Ancient Egypt by Jon Manchip White is an engaging account of Egypt's unique lifestyle and economy. It offers valuable inspiration for those creating a non-medieval campaign setting.
Ken Rolston reviews a whole swag of games:
  • Shadows of Yog-Sothoth by Chaosium, Inc. is a 72-page adventure collection for Call of Cthulhu, based on H.P. Lovecraft's horror. It features seven linked scenarios involving a conspiracy to awaken Cthulhu. While well-designed, the campaign demands significant preparation from the GM. Some scenarios, like "The Coven of Cannich," excel, while others, such as "The Hermetic Order of the Silver Twilight," fall short. It is "excellent value for the $10 purchase price."
  • Ravenloft by TSR is a 32-page AD&D module blending gothic horror with traditional fantasy. Players face Count Strahd, a vampire in Castle Ravenloft, amidst an atmospheric setting filled with striking characters and clever map designs. While the module captures the gothic vibe, some conventional fantasy monsters dilute the horror experience. Still, "this is the acme of the FRP genre, and excellent value for anyone looking for a well-designed AD&D adventure."
  • Brotherhood of the Bolt by The Companions is a traditional FRP adventure with detailed settings and a layout designed to support sophisticated GM presentation. The encounter descriptions and NPCs are imaginative and varied, creating a vivid fantasy atmosphere. While the module requires significant adaptation for established rules systems, "the GM's investment will be well repaid."
Rolston also includes three capsule reviews:
  • Lost Worlds by Nova Game Designs is "gauche, but thoroughly entertaining."
  • Superworld by Chaosium is a "high quality production" in a popular genre.
  • The Asylum and Other Tales by Chaosium is of "uneven quality."
The cover art is by Steve Peregrine. Interior artists include Robert Albanese, Roger Raupp, Richard Dell, Atanielle Annyn Noel, Phil Foglio, Jim Holloway, Dave Trampier, E. B. Wagner, and Larry Elmore.

And that's a wrap! There's lots of excellent content in this issue, with my favorite being Dobson's "Living in a Material World." In the next issue, we have spell research, weird rings, and a soggy game for two!
 

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M.T. Black

M.T. Black




Starmaster

Explorer
"Living in a Material World" was one of my all-time favorite Dragon magazine articles and was one of the few ones that I photocopied and kept with me. I know that some folks don't want the complexity of having to deal with material components, but I thought it added a lot of color to MUs. It also made the game much more interesting when they had to look around to find their components or scrounge up the gold to buy the expensive stuff (if they could even find them, since some stuff was so rare).
 

Zaukrie

New Publisher
"Living in a Material World" was one of my all-time favorite Dragon magazine articles and was one of the few ones that I photocopied and kept with me. I know that some folks don't want the complexity of having to deal with material components, but I thought it added a lot of color to MUs. It also made the game much more interesting when they had to look around to find their components or scrounge up the gold to buy the expensive stuff (if they could even find them, since some stuff was so rare).
At the time I agreed. Now I'm just not into it.
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
I often wondered what the white-furred beastie on the cover was?
It looks pretty large and vicious!
I statted it out for my games as a "snow leopard," which sounded innocuous enough my PCs went on safari, only to be horribly shocked when they finally encountered the beast and realized how big it was; then they found out it was fairly smart (think The Ghost and the Darkness). What they thought was going to be a small side trek turned into an evening-long tundra survival adventure. And from that point on, they asked more questions before going out on safari...
 


"The Ruins of Andril"
I remember one of my GMs using a modified version of this one for Spelljammer, with the ruined city and monument transplanted to a rock in Wildspace and the association of Thoth and Ptah (a Big Deal deity in SJ, far more so than planetside) played up some. I don't recall the traps being particularly OTT by 2nd ed standards, but our GM may have toned them down when making mods - I know some monsters were swapped for more spacegoing alternatives.
Ed Greenwood brings us "The Ecology of the Basilisk."
Have to admit, these days I really struggle read anything by Greenwood without thinking of that accursed "breast milk" nonsense. It's amazing how much that's spoiled his legacy for me.
Master of the Five Magics by Lyndon Hardy is an enjoyable fantasy with a plausible plot but an undistinguished style.
This came up on another forum not long ago, and I feel it's worth repeating: A fair number of older gamers have probably at least seen this book, and almost as many are probably aware of the trilogy, all of which were written in the 80s. But very few people seem to know there are actually seven books in the "Magic By the Numbers" series now, as well as three more related books in the "Island Magics" trilogy. Hardy (who's well into his 80s now) had a surge of new output between 2017 and today, more than tripling the size of his bibliography, but the failings of modern publishing have led them to fly under most folks' radar.

They're perhaps most noteworthy for being an early example of a "hard" magic system, years before the term became common parlance among fantasy fans. Well worth a look even today, particularly the (quite self-contained) first book reviewed here.
Lost Worlds by Nova Game Designs is "gauche, but thoroughly entertaining."
What in blazes does that even mean? "Gauche" might conceivably be applied to some of the much later books loaded down with with bad cheesecake art from Queen's Blade and Queen's Gate, but in 1984 there was nothing like that. You might as well try to call Ace of Aces "risque" - it wouldn't be any more wrong.

Also note that the (rapidly growing) series of gamebooks will be reviewed just four months later in Dragon #85, which you can find over on the wiki page. The various reviews there are a little harsh, as the system's replay value increased geometrically as more characters and sub-mechanics were steadily added over the years.
Superworld by Chaosium is a "high quality production" in a popular genre.
Sure, if you completely ignore all the production errors and typos that were allowed to slip through by extremely (and atypically) poor quality control from Chaosium. The company's treatment of SW was and is appalling - to quote from Steve Perrin (taken from a long and fascinating thread on Superworld over here):
"Some four or five years ago, I wrote a game called Superworld. I was proud of it, despite a questionable editing job done by one of my bosses. It was fairly well received critically, and there are little pockets of devoted players still playing it, but it didn't rack up sales like Champions or Villains and Vigilantes. Now the publisher, Chaosium, has basically shut the game down and there will be no more support for it. I have even received back the rights to the names of organizations and characters used in the game..." (June 1987)
I'm intrigued by this, any one ever seen this or ran it or other in the series?

I dimly recall playing through part of the first module in the series (Curse of Hareth) when it was brand new, but after two TPKs in a row we ditched it and never went back so I can't tell you anything more about it. That's not even really a comment on its quality or lethality - we had a bit of a "killer GM" at the time and we were using D&D, which was absurdly dangerous for 1st level characters in its TSR days.
 


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