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Dragon Reflections #81
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<blockquote data-quote="M.T. Black" data-source="post: 9453974" data-attributes="member: 6782171"><p><strong>Dragon Magazine</strong> released <strong>Dragon #81</strong> 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!</p><p></p><p style="text-align: center">[ATTACH=full]379114[/ATTACH]</p><p></p><p>This month's special attraction is "The Ruins of Andril" by Ian Melluish, winner of the Module Design Contest Category A-3 (dungeon for <strong>AD&D</strong> 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 <strong>I3: Pharoah (1982)</strong> is undeniable. Melluish wrote nothing else for the hobby.</p><p></p><p>"Taking the Sting Out of Poison" by Chris Landsea revisits this often-discussed topic, providing a thorough overhaul of the <strong>AD&D </strong>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.</p><p></p><p>"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 <strong>Dragon</strong>.</p><p></p><p>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.</p><p></p><p>"Chariots for Characters" by Pete Mohney discusses the integration of these ancient vehicles into <strong>AD&D</strong> 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 <strong>Dragon</strong>.</p><p></p><p>Roger Moore delivers <strong>AD&D</strong> 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.</p><p></p><p>Michael Dobson's "Living in a Material World" looks at the often vexing and ignored area of material spell components in <strong>AD&D</strong>. 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 <strong>PHB </strong>and the cost of doing so. It is high quality, and it's no surprise to learn that Dobson joined <strong>TSR </strong>the previous year, eventually rising to become Director of Games Development.</p><p></p><p>On to the regular offerings! There is a new feature this month, "The Forum," which publishes extended reader commentary on <strong>Dragon</strong> articles. It complements the long running "Out on a Limb" feature, which publishes short reader letters.</p><p></p><p>"Off the Shelf" returns with more book reviews:</p><ul> <li data-xf-list-type="ul"><em>Master of the Five Magics</em> by Lyndon Hardy is an enjoyable fantasy with a plausible plot but an undistinguished style.</li> <li data-xf-list-type="ul"><em>Soul-Singer of Tyrnos</em> by Ardath Mayhar is a novel full of fascinating concepts but weakened through unconvincing revelations and underdeveloped characters.</li> <li data-xf-list-type="ul"><em>The Swordswoman</em> by Jessica Amanda Salmonson is an original and meticulously realized fantasy that offers fans "something a bit out of the ordinary."</li> </ul><p><a href="https://www.enworld.org/ewr-porta/authors/lewpuls.30518/" target="_blank">Lewis Pulsipher</a> offers another instalment of his sporadic "Role of Books" column. This time, his focus is on the ancient world:</p><ul> <li data-xf-list-type="ul"><em>Daily Life in Ancient Rome: The People and the City at the Height of the Empire</em> by Jerome Carcopino is a lively portrayal of life in Rome under the emperors Trajan and Hadrian.</li> <li data-xf-list-type="ul"><em>Everyday Life in Roman and Anglo-Saxon Times</em> by Marjorie and C. H. B. Quennell is an informative but disjointed book aimed at juveniles, covering British history from Roman to Norman times.</li> <li data-xf-list-type="ul"><em>Life in Classical Athens</em> by T. B. L. Webster is a valuable exploration of Athenian daily life, though the latter half falls contains too much armchair psychology.</li> <li data-xf-list-type="ul"><em>Everyday Life in Ancient Egypt</em> 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.</li> </ul><p>Ken Rolston reviews a whole swag of games:</p><ul> <li data-xf-list-type="ul"><strong>Shadows of Yog-Sothoth</strong> by <strong>Chaosium, Inc.</strong> is a 72-page adventure collection for <strong>Call of Cthulhu</strong><em>,</em> 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."</li> <li data-xf-list-type="ul"><strong>Ravenloft</strong> by <strong>TSR</strong> is a 32-page <strong>AD&D</strong> 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."</li> <li data-xf-list-type="ul"><strong>Brotherhood of the Bolt</strong> by <strong>The Companions</strong> 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."</li> </ul><p>Rolston also includes three capsule reviews:</p><ul> <li data-xf-list-type="ul"><strong>Lost Worlds</strong> by <strong>Nova Game Designs </strong>is "gauche, but thoroughly entertaining."</li> <li data-xf-list-type="ul"><strong>Superworld </strong>by <strong>Chaosium </strong>is a "high quality production" in a popular genre.</li> <li data-xf-list-type="ul"><strong>The Asylum and Other Tales</strong> by <strong>Chaosium </strong>is of "uneven quality."</li> </ul><p>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.</p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="M.T. Black, post: 9453974, member: 6782171"] [B]Dragon Magazine[/B] released [B]Dragon #81[/B] 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! [CENTER][ATTACH type="full" width="1200px" alt="dragon-81.jpg"]379114[/ATTACH][/CENTER] This month's special attraction is "The Ruins of Andril" by Ian Melluish, winner of the Module Design Contest Category A-3 (dungeon for [B]AD&D[/B] 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 [B]I3: Pharoah (1982)[/B] 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 [B]AD&D [/B]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 [B]Dragon[/B]. 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 [B]AD&D[/B] 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 [B]Dragon[/B]. Roger Moore delivers [B]AD&D[/B] 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 [B]AD&D[/B]. 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 [B]PHB [/B]and the cost of doing so. It is high quality, and it's no surprise to learn that Dobson joined [B]TSR [/B]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 [B]Dragon[/B] articles. It complements the long running "Out on a Limb" feature, which publishes short reader letters. "Off the Shelf" returns with more book reviews: [LIST] [*][I]Master of the Five Magics[/I] by Lyndon Hardy is an enjoyable fantasy with a plausible plot but an undistinguished style. [*][I]Soul-Singer of Tyrnos[/I] by Ardath Mayhar is a novel full of fascinating concepts but weakened through unconvincing revelations and underdeveloped characters. [*][I]The Swordswoman[/I] by Jessica Amanda Salmonson is an original and meticulously realized fantasy that offers fans "something a bit out of the ordinary." [/LIST] [URL='https://www.enworld.org/ewr-porta/authors/lewpuls.30518/']Lewis Pulsipher[/URL] offers another instalment of his sporadic "Role of Books" column. This time, his focus is on the ancient world: [LIST] [*][I]Daily Life in Ancient Rome: The People and the City at the Height of the Empire[/I] by Jerome Carcopino is a lively portrayal of life in Rome under the emperors Trajan and Hadrian. [*][I]Everyday Life in Roman and Anglo-Saxon Times[/I] by Marjorie and C. H. B. Quennell is an informative but disjointed book aimed at juveniles, covering British history from Roman to Norman times. [*][I]Life in Classical Athens[/I] by T. B. L. Webster is a valuable exploration of Athenian daily life, though the latter half falls contains too much armchair psychology. [*][I]Everyday Life in Ancient Egypt[/I] 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. [/LIST] Ken Rolston reviews a whole swag of games: [LIST] [*][B]Shadows of Yog-Sothoth[/B] by [B]Chaosium, Inc.[/B] is a 72-page adventure collection for [B]Call of Cthulhu[/B][I],[/I] 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." [*][B]Ravenloft[/B] by [B]TSR[/B] is a 32-page [B]AD&D[/B] 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." [*][B]Brotherhood of the Bolt[/B] by [B]The Companions[/B] 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." [/LIST] Rolston also includes three capsule reviews: [LIST] [*][B]Lost Worlds[/B] by [B]Nova Game Designs [/B]is "gauche, but thoroughly entertaining." [*][B]Superworld [/B]by [B]Chaosium [/B]is a "high quality production" in a popular genre. [*][B]The Asylum and Other Tales[/B] by [B]Chaosium [/B]is of "uneven quality." [/LIST] 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! [/QUOTE]
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