Dragon Issue 101: September 1985
part 2/3
The role of books: The destiny dice by David Bischoff tells the story of things happening within a fantasy game people are playing, and discovering that they may be inside a game played on an even higher level of the multiverse. The book leaves lots of questions unanswered, presumably for future books in the series to deal with. This makes it an interesting but unsatisfying read. Fortunately, this is a long time later, so you can now get the full trilogy.
The Isle of Glass by Judith Tarr (typoed as the isle of class in the header

) tells the story of a half-elven guy trying to find his place in your typical pseudo english fantasy world. Our protagonist is dragged into big battles for the fate of the kingdom, largely against his will. Despite the very generic elements, it gets a fairly positive review, being good gaming material. Guess it's all in the way the story is actually told.
Cats have no lord by Will Shetterly (awesome title) is a riddle filled story of why every race apart from cats has a god. (Because they're waay too arrogant for that.) The quest to solve these puzzles is handled in a surprisingly low-key, humorous way. Even after it's over, there are still plenty of questions left open for the audience to discuss. Will and his co-conspirators are definitely ones to watch.
Ladyhawke by Joan D Vinge is of course the novelisation of the film. It hews fairly close to the plot of the movie, and the changes it makes are generally improvements. In general, the reviewer is pretty positive about both the book and the film. I guess there were many far cheesier films produced in the 80's.
The sword of Calandra by Susan Dexter may be part of a series, but is rather more episodic than the usual trilogies that are currently clogging up the fantasy genre. This is probably a good thing, as along with the good plotting, it helps keep things from being too predictable.
Dayworld by Philip Jose Farmer is the rather clever tale of one man's attempt to buck the far future system in which most people are placed in suspended animation for 6 days a week, to deal with overpopulation. This is a great combination of theoretical speculation and fast paced action that is well up to his usual standards.
Charging isn't cheap: Making magical items. A most tedious process. Just how much do you codify it, forcing players to personally hunt down the ingredients for a device. How much random rolling will you insert to see if it works as planned, or fails, or even develops unplanned features. Here's a big load of sample procedures for making and recharging wands, rods and staves. Another thing you can insert into your campaign fairly easily when the issue comes up, even in different editions, and is full of flavor. Another thing that'd definitely save you time making everything up if you're not feeling inspired.
Draco dracorum: The limited edition figurine celebrating ral partha's 10th anniversary. Get it now, because it'll soon be very collectible.
Reviews: The DC heroes roleplaying game gets reviewed by Jeff Grubb. This is actually a pretty positive one, as he welcomes the competition to the genre he is currently the leader in. While crunchy, and not always brilliantly organized, it scales to handle the huge disparities in power level well, and emulates the combination of big world shaking plots and keeping track of personal drama you see in the comics. He's going to take this as motivation to step up his own game, so much arse may be kicked. A pretty cool review that manages to skirt the problems that his very partial position presents.
Creature catalog III: Another 16 page set of new monsters is this month's centerpiece. A whole bunch of writers, including many of our usual suspects. What kind of trends will we see in them this time. Good or bad, direct or sneaky, mechanically sound or not. We shall see.
Alcor are arctic lizards that snowboard on their specially shaped tails. Yeah, it's as goofy as it sounds, especially looking at the illustration. That quirk aside, they're just another basic low-mid level humanoid race to harass your players with. If you're going to cold climes, they're a perfectly decent lizard man alternative.
Avari are bat monsters from the lower planes. They aren't particularly powerful as planar monsters go, and have suffered for it, being kicked around by Deamonkind and relegated to obscure places. Which is an interesting take on it and explains why they're rare. They're still scary enough to do some serious wreaking of havoc if summoned, so don't take them too lightly or extend them any sympathy just because they're currently the underdogs.
Automatons are exactly what you would expect them to be, robots constructed by wizards or "scientists". They're primarily designed as servants rather than combatants, but are hardly useless in a fight. Suffers from a very goofy illustration.
Bogeymen are another creature with a very definite comedic edge, that do exactly what you'd expect them too. Not particularly dangerous in actual combat, they can still be immensely annoying, and ruin a good nights sleep.
Burbur are immensely useful to dungeoneers because they eat Slimes and Molds, and are immune to their nasty special powers. Keep a jarful of them, and then let them out whenever you encounter some of the weapon immune, equipment destroying bastards. It'll save you a lot of hassle, and they make the D&D underground ecology make more sense. I approve on multiple levels.
Creeping pits are an even more brilliant example of the deranged D&D dungeon ecology. Nearly impossible to destroy, they're likewise largely unable to harm you directly, but can be massively inconvenient to deal with, (Unless there are stairs nearby, hee) especially when combined with other monsters. Definitely one for the sadistic and inventive GM.
Dracones are another emergent monster, produced by the union of a snake and a dead Fighter. (Err, yes. Hmm.) They have a whole bunch of plot hooks embedded in their description, and are another monster straight combat won't get rid of for good. You can definitely get more out of talking to them.
Forchoreai are magical stags from the beastlands. They have a whole wild hunt thing going where they don't really die when hunted. They're a decent challenge, and you can also get one as an ally for your druid or ranger. Nicely thematic.
Gargorians are extra badass versions of gargoyles. With 12HD, 6 attacks per round, and regeneration, they're good straight-up combat for your low name level team, or a boss encounter with some minions for a slightly higher level party.
Gu'armori are magical suits of armor that explode when you hit them. Given their fragility, they're more a nuisance than anything, both to their makers and the people encountering them. I'm not very impressed.
Hamadryads are another more powerful variant of a common monster. They have the standard charming capabilities, plus a whole load of spell-like abilities, and aren't limited to a small area like their lesser cousins. Mess with nature while they're around at your peril.
Hawkdragons are a self-explanatory magical hybrid. They can be trained, but have exceedingly stinky breath. Oh well, if nobles will pay ridiculous prices for caviar, you can probably make a decent amount of money training these guys up for them.
Lhiannan Shee are one of those delightful mythological monsters. They seek out handsome men with musical talent, and slowly suck their lifeforce away. Much potential for intrigue and intraparty conflict here.
Mantimera take the ridiculous hybridization of the chimera and further cross it with the manticore. Apart from firing tail spikes, they're pretty much the same as the other chimera variants, annoying things that go raar and ravage the countryside. No great inspirations here.
Metal mimics are another powered up variant of a normal monster. As they can imitate a wider range of materials than regular mimics, they're great for inducing paranoia. Never trust an unguarded treasure pile.
Orpsu are decidedly odd looking gliding bloodsuckers. They're a weak but flavorful creature that make a good alternative to stirges, bats, giant centipedes, and other verminous low level monsters.
Pilfer vines are another amusingly named and behaving thing that does exactly what you would expect it to do. Intelligent plants that steal your shinys? Sign me up for putting some of those around my dungeon!
Righteous clay (these names just get more and more amusing) drops on you and STEALS YOUR SOOOOOOOUUUUUULLLLL! They can imitate sounds like an organic stereo too. Insane genius. I'm loving this.
Sea giants are, yeah, giant variants on merpeople. They're big, fairly smart, and many of them are quite magically capable. One of those monsters who's effectiveness will vary widely depending on how they're played, and may be both friend and foe.
Tener are thieving humanoids from pandemonium with definite arachnoid traits. With powerfull class abilities, lots of innate spell-like powers, and rather more physical power than you would expect from a creature of this type, they are pretty dangerous. Well, if you go plane-hopping, everything is scarier than on the prime material.
Thendar are near immortal humanoids from the astral plane who look rather like a slimmed down galactus. They do seem rather stereotypical, with their ennui with life in general and tendency to impart wisdom in exchange for a new story. Not very interesting.
Tundra beasts are another creature with a self-explanatory name, as they can camouflage themselves as part of the landscape and then jump out to eat you. Hopefully they'll eat the snowboarding lizard-men as well. At least they're covering a wide range of climates.
Wind throwers are badass relatives of dwarves that have the power to manipulate wind, making them virtually immune to missile weapons, and able to use them to enhance their own ranged capabilities. They'll definitely be a nasty surprise for people expecting the standard heavy armour and battleaxe variety dwarf.
Yale are another goofy pseudonatural animal incorporating a stags body, a boars head, and sword-like horns. Despite being pretty tough in combat, they're a favoured prey of huntsmen. Well, it's not sporting to fight a monster that can't fight back.
Definitely a very mixed bag this time, with both monsters I love, and dull, derivative stuff. All the levels between starting and low teens are well catered for, and there's plenty of variety in habitats, alignments, and fighting styles. The overall quality control probably isn't quite as good as the last one, but there's more genuinely funny stuff, and I can see myself using quite a few of the monsters in here.