Sunday, May 11, 2014
Demon: Grim Reaper
The Grim Reaper is a new Demon for a Magic Realm expansion.
His vulnerability is one step up from Tremendous: that is, he cannot be killed except perhaps by a lucky missile attack, a poisoned or magical blade, or perhaps a lucky lightning or fiery blast attack. The Exorcize spell will kill him, but he is immune to Transform and Absorb Essence.
Monday, May 21, 2012
Monty Hall Was Here
Arduin Adventure No. 2, "The Howling Tower", is chapter two in that how-to guide.
"The Howling Tower" is an adventure for character levels 1-4.
The Howling Tower adventure consists of three dungeon levels and a tower, from which emanate blood-curdling howls from dusk 'til dawn.
Don't forget your earplugs.
If the illustration above seems passingly familiar, it's only because Dave Hargrave "drew inspiration" from many sources, including Star Wars and Battlestar Galactica. This fellow looks to be a cross between a Stormtrooper and Cylon.
Arduin was the first multi-genre role-playing game, with Science Fiction and Fantasy co-existing in more or less equal measure.
Erol Otus and Greg Espinoza are the illustrators of The Howling Tower. Below is the front cover, showing the dungeon entrance to the adventure, with the Howling Tower itself behind and to the left.
Here is the map for the tower levels of The Howling Tower. With only six levels, it seems rather stout, compared to the illustration on the front cover.
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Stormtrooper Gear, Dragons Orb, Elder Sword, Spartakkons Gear Heiro's Headband, Heaven Harp, Devouring Shield, Whirling Death |
Take the Elder Sword. It is a +4 sword, that drains 1-3 life levels from an opponent as a result of a successful strike. Or the Devouring Shield: it provides the wielder with an additional shield attack, which, if successful, results in one's opponent being completely devoured within 1-3 rounds.
Hiero's Headband is worth 10,000 gp, and provides the wearier with permanent True Sight, and +6 on all saves versus psychic attack.
Gonzo to be sure, but also seriously overpowered, for a introductory adventure.
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Battlebones, Gameron, Skullmonculuous, Triclops Braineater, Hellhorse, Battlespider, Priestmage of Cthulhulos |
Dave Hargrave always had the best monsters. These would be right at home in the Fiend Folio.
Monday, January 23, 2012
The Sights And Sounds Of Magic Realm

While the valleys in Magic Realm are relatively safe (except for one valley, haunted by a pair of ghosts), the caves and mountains are both dangerous and rewarding.
There are eight treasure sites in Magic Realm, as well as the lost city and lost castle, hidden in the mountains and caves. When setting up the Magic Realm board, the treasure sites are distributed secretly and randomly, so that none of the players, not even the person setting up the board, knows where the treasure sites are at the start of the game.

As the characters travel throughout the Magic Realm, they will discover these treasure sites. Some of them are more rewarding than others. For example, the Dragon Hoard and the Pool Of The Octopus each contain nine treasures. Others, like the Altar, Shrine and Statue (guarded by Demons and Imps) have only 3 or 4 treasures each.
The Lost City and Lost Castle are special locations. They signify large concentrations of monsters and treasures, as a map tile with either contains five monster and treasure chits, rather than the usual one chit.




Sunday, January 15, 2012
Magic Realm: Anatomy Of A Goblin

Not so for the goblins of Magic Realm. These guys are ugly and dangerous.

The axe goblins are pretty straight-forward. They inflict either medium (light + sharpness star) or heavy (medium + sharpness star) damage, depending on whether they are unready, or alert.

Every denizen in the Magic Realm is represented by a cardboard counter, printed on both sides. The front side represents the denizen when it is unready. The back of the counter represents the denizen when it is alert.

The unready spear goblin can prevent you from running away (with a move speed of 3, very few characters have the necessary move speed of 2 to avoid it). But the spear goblin inflicts no damage while unready (there is no damage information printed on the spear goblin's front, unready side).

Normally, this would be a good time to run from the spear goblin. But not all of the spear goblins will become alert at the same time: some will still be speed 3, preventing you from running away. The entire goblin tribe battles you when you stumble on their den, but only a few of those six goblins will be alert during a particular combat round. So while a few, unready spear goblins prevent you from running away, the rest skewer you with their spears. Not a pretty way to die.


No, like the knights of the order, you do not want to tangle with the sword goblins, not unless you are the sorceror, who can scorch them with the fiery blast spell and then fade into mist.
Monday, January 9, 2012
Lords Of Creation: Book Of Foes

While I spend the next couple of days re-reading the first four books in the series (my recommendation is that you don't bother with the last two, just imagine your own perfect ending), perhaps you will enjoy these illustrations from the Lords Of Creation RPG Book Of Foes, the LOC equivalent of the 1978 AD&D Monster Manual.
Quite a few NPC's appear in the book of foes, in addition to your typical monster entries.
And where would a bestiary be without naked women sporting animal heads?



It's cheap wings night at Callahan's Crosstime Saloon, and the entire gang has arrived. Can you identify them all?

And for absolutely no reason, here's another illustration, of a Drake with two riders.

Wednesday, January 4, 2012
Magic Realm: Anatomy Of A Monster

The majority of us struggled through Magic Realm's first edition, playing the game incompletely or not at all. Most of the blame rested with the first edition ruleset, but the Magic Realm counters were also to blame.
Not only did Avalon Hill misprint several of the monster counters during the initial print run, but the counters were incomplete, lacking sufficient information for efficient gameplay. The above counter, representing the tremendous troll, is a case in point.
Only the harm inflicted by the troll's attack -- heavy (H) with an attack speed of 4 -- and the troll's move speed (4), appear on the counter.
The second edition of Magic Realm fixed some of the rules problems, but failed to improve the counters. It would take some dedicated fans to resolve the problems with the counters.
Below is a counter for the tremendous troll, from the electronic version of Magic Realm, called Realmspeak. One of the most valuable innovations of the Magic Realm fanbase is the addition of the vulnerability code, shown in the top right corner of the counter.

As I mentioned earlier, armor eliminates one sharpness star from an attack, so any attack on an armored monster loses one sharpness star before damage is determined.
For example, the Black Knight strikes the tremendous armored troll with an axe.

If a monster is unarmored, its vulnerability code is surrounded by a yellow circle, rather than a grey circle. Case in point is the tremendous giant.

Tuesday, May 17, 2011
Scorpion-tailed Manticore FTW

I was pleased to see a scorpion-tailed Manticore featured on the front cover of one of my recently-acquired Appendix N books, A Spell For Chameleon, by Piers Anthony.
The idea of a poisonous sting is far more interesting than mere iron spikes flung from the Manticore's tail.
The illustration on the front cover of A Spell For Chameleon almost suggests a sphinx-like role for the Manticore, acting as the gate-keeper into another area of the megadungeon.
The important role of riddle-master has been largely discarded from recent versions of DnD. Players of modern versions of DnD want atmosphere and menace, and monsters that are meant to be vanquished and robbed.
As I mentioned in my earlier post about the Displacer Beast, i'd love to see monster placements that were intended to elicit role-playing, rather than experience point and treasure acquisition.
Saturday, February 19, 2011
David Trampier And The Giant Spider
I love the off-camera character, on the right side of the illustration, pointing at the giant spider, with the halfling beside him displaying a stunned or horrified look.
The rest of the party is clearly oblivious to their imminent doom, instead focused on some other off-camera dungeon feature, and only vaguely interested in the sticky web barring their way, with the fighter lazily attempting to cut through the strands. Or perhaps the magic user and dwarf are cautioning the fighter against or encouraging him into using the torch on the web.
Note that the fighter is not your buff, plated superhero, but looks to be rather modestly furnished with a backpack, sword and scale or chainmail armor. The dwarf seems to be wearing splint mail and has a shield strapped to his back. I think its also interesting that the fighter is the party member carrying the torch. Did it get passed to him just before the events depicted in this picture?
Another fine example of implied narrative from Tramp. How will this scene resolve itself? Will the party be surprised, and the fighter felled by the poison of the Giant Spider? Or will they notice the spider lurking above, and succeed in defeating it and collecting its treasure?
Tuesday, February 15, 2011
Old School Monsters: Displacer Beast

The Displacer Beast is no ordinary old-school monster. Simply describing the Displacer Beast as a monster fails to do justice to the Displacer Beast's potential.
The Displacer Beast is a fascinating addition to the DnD universe, appearing very early in the bestiaries of the Dungeons and Dragons role playing game. The Displacer Beast dates back to the 1975 Greyhawk D&D supplement and is based on an antagonist created by A. Elton van Vogt in 1939. That creature is the Coeurl, and appears in the story "Black Destroyer". It, along with the Ixtl from van Vogt's "Discord In Scarlet", provided inspiration for the Aliens Movie cycle.
In Dungeons and Dragons, the Displacer Beast is described as a black, six-legged, puma-like creature, with at least two tentacles sprouting from its back. The original 1977 AD&D Monster Manual does not tell us how big it is. However, it has six hit dice, suggesting that it is fairly large.



I say that the Displacer Beast is an underutilized villain, because the creature on which it is based makes for an interesting denizen within the first three levels of a dungeon. To give you a sense of its potential, I give you a passage from a review of Voyage of the Space Beagle, from The Quill & The Keyboard:

"Coeurl (the Displacer Beast) tries to pass himself off to the Earthmen as an animal worthy of study, but his insatiable hunger, criminal nature, and contempt for the primitive visitors exposes him to suspicion after he murders one of the crew. Soon it is a battle of wits as Coeurl keeps the Earthmen guessing while the explorers try to determine the alien's guilt and the extent of its incredible powers."
Not all dungeon denizens are meant to be fought, at least not initially. In the case of the Displacer Beast, this creature is better utilized as a source of adventure hooks.

In Voyage of the Space Beagle, the Coeurl needs to feed off the id of its' prey. What if the id is analogous to hit dice, and the Displacer Beast gets more bang-for-the-buck from those with higher hit dice?
The Displacer Beast may promise them rewards for doing so, and may be a reliable source of information, so the players acquiesce to the Displacer Beast's requests that they capture and deliver monsters to him. Eventually, however, the players should discover why the Displacer Beast is doing that, or they get to a sufficiently high level that the Displacer Beast views them as a tasty meal.
To protect the Displacer Beast from harm, at least initially, I would suggest that the Displacer Beast be able to create a field of darkness around itself, from which it parlays with the adventurers. Hints as to who is speaking from the darkness may be dropped, by occasionally having a tentacle wave from the darkness, and allow the dispel magic, light or dispel darkness spells to interfere with this creature's field of darkness ability.
Tuesday, December 14, 2010
Old-School Monsters: Catoblepas

It is the Catoblepas, which makes it's first appearance in the 1977 AD&D Monster Manual. The Catoblepas is not an original creation of Gygax and Arneson, as it is referenced by such people as Pliny the Elder and Leonardo da Vinci. Both Pliny and da Vinci report that the Catoblepas is a shaggy beast with a head so heavy that the creature can barely lift it. A good thing too: it's glare turns you to stone, or it's breath poisons you, depending on which ancient or medieval source you believe.
Thursday, September 23, 2010
Old School Monsters: Giant Slug

At last, around the corner poured a huge, slimy leprous gray mass. From its front end rose a pair of hornlike projections, at least ten feet long, with a shorter pair below. The long horns bent this way and that, and Conan saw that they bore eyes on their ends.
Momentarily paralysed with astonishment, Conan stared at the vast mass of rubbery flesh bearing down upon him. The slug emitted a sound like that of a man spitting, but magnified many times over.
Galvanized into action at last, the Cimmerian leaped sideways. As he did so, a jet of liquid flashed through the air, right where he had stood. A tiny droplet struck his shoulder and burned like a coal of fire."
(from "Hall of the Dead", by Howard & deCamp, 1966)
Most of us old grognards understand that original Dungeons & Dragons was designed as a swords and sorcery literature emulator. Modern versions of D&D have lost touch with this fundamental fact, and as Chevski has pointed out, have become self-referential. As I venture into the fantastic fiction referenced in Appendix N of the 1979 AD&D Dungeon Masters Guide, I can't help but grin at passages such as the one above, revealing the roots of so many of the game elements that appear in D&D.
Take the Giant Slug (picture above from Otherworld Miniatures). Like the giant slug in the above Conan tale, the D&D version of the giant slug is gray, with a white underbelly, and spits acid with great accuracy. No one should shy away from using giant slugs in their old school D&D games, knowing that this is a bona fide old school monster.
Saturday, June 26, 2010
The Original Erol Otus Remorhaz

Friday, June 25, 2010
Another David Trampier Remorhaz

This is another David Trampier illustration, based on the original Erol Otus concept. While Otus may have conceived of the original design for the Remorhaz, Trampier has added all sorts of layers of interest. This picture appears in G2, The Glacial Rift of The Frost Giant Jarl, published as an AD&D adventure module in 1978.
Check out the back of the Remorhaz: it almost appears to be suckers or anemones sprouting from it.
A nice additional touch to this illustration that simply screams Trampier: look closely inside the mouth, and you'll see the feet of an adventurer, recently swallowed by the beast.
Wednesday, June 23, 2010
Trampier's Frost Giants

Trampier did very few module covers: the only one I can recall, other than G2, is T1, The Village of Hommlet.
While Trampier is strongly associated with the AD&D Players Handbook, the Monster Manual, the Dungeon Masters Screen, module T1, The Village of Hommlet and module S1, Tomb of Horrors, Tramp is relegated to back-up and interior artist in many of the other early books and adventures. David Sutherland enjoys more artistic exposure in the AD&D modules, while Erol Otus' art is similarly synonymous with Basic D&D.
I'm saddened by this, since Tramp's style really appeals to me. I wish there was more of his art to appreciate.
There's something special about the cover of module G2. Partly, it's the absolutely non-descript adventurers racing to engage the Frost Giants; this speaks to my image of PCs as average folk, adventuring out of necessity, greed or yearning. And speaking of implied narrative, this is no band of bold and impervious adventurers: we've already got one adventurer down, laying on the ground beside the farthest Frost Giant.
The other thing that I love about this cover is that the Frost Giants appear to be making snowballs: I know it's probably rocks they're preparing to toss, but I laugh that the nearer Frost Giant has a perfectly good sword at his hip. Do the Frost Giants consider mere humans to be pushovers, and are prepared to break into a playful and old-fashioned snowball fight?
Saturday, June 19, 2010
David Trampier's Remorhaz

Tuesday, April 20, 2010
Old School Monsters: Manticore
Here is another illustration from the Arduin Grimoire, this one by Bradley W. Schenck, otherwise know as Morno back in the day. This illustration, of the dreaded Manticore surprising an adventuring party in the depths of Skull Tower, appears on the back cover of Welcome To Skull Tower, the second Arduin rulebook. It is one of 14 black & white illustrations that appear in this book. I love the look on the face of the thief, wielding his dagger and a set of keys, as the Manticore leaps over him, knocking down the axe-armed Dwarf.
The 1977 AD&D Monster Manual describes the Manticore as possessing a tail of iron spikes, which are volleyed at its opponents prior to combat. The above, alternate Arduin Manticore, has a scorpion's tail, which I find far more interesting (and deadly). I also prefer this illustration to the one by Sutherland in the Monster Manual: both are black & white, yet the in medi res nature of this combat scene adds far more tension and excitement to the monster illustration.
Which brings me to another thing I love about the old approach to role-playing fantasy art: the use of multiple artists, and art styles, allowed for a heterogeneous depiction of adventurers, scenes, and monsters. That encouraged a flowering of imagination. My scorpion-tailed Manticore was just as permissible as your iron-spike-tailed version.
Tuesday, April 13, 2010
Orcus: Ladies Man
I guess Orcus just had a way with the ladies.
Monday, April 12, 2010
Fat And Manky Orcus
Tim Brannan of The Other Side blog wrote a recent post on the history of Orcus, along with a conversion to Unisystem. His post is well worth a read.
He also posted the above illustration, which first appears in The Dragon Magazine, Issue 42, October 1980. He was not sure who the artist was, nor when it was published. The illustration is by an artist by the name of Todd Lockwood. This is perhaps my favorite Orcus illustration, showing Orcus sitting lazily on his throne: I can't be sure whether he is snoring or drooling.
Old School Monsters: Orcus, Prince of the Undead

Saturday, April 10, 2010
Old School Monsters: Rust Monster
Here's another Will McLean cartoon from the Dungeon Masters Guide. This time, we have a couple of adventurers encountering a Rust Monster, one of Gary Gygax's unique monster creations. Here's what Gary had to say about the origins of the Rust Monster, from Dragon Magazine, Issue #88 (1984):
"When I picked up a bag of plastic monsters made in Hong Kong at the local dime store to add to the sand table array ... there was the figurine that looked rather like a lobster with a propeller on its tail ... nothing very fearsome came to mind ... Then inspiration struck me. It was a Rust Monster."
Both the Wizard and the Rust Monster have rather bemused looks on their faces. Of course, if I was a Fighter, fully decked in heavy metal armor, I would be fearful of the touch of the Rust Monster too. While the Rust Monster is not a terribly ferocious beast, one touch of its antennae and my armor crumbles to rust. Along with the Carrion Crawler and the Otyugh, the Rust Monster acts as garbage detail in the dungeon, cleaning up all the metallic discards while the other two monsters deal with the dead creatures and other organic waste.