Cover art by Morno |
Issue #6 of The Dragon was published 1977, cover dated April. Editor Tim Kask noted in his Dragon Rumbles editorial that readership has increased fourfold over the last year, so obviously the magazine is doing well. He also notes that they plan to expand coverage to a wider variety of games, but we'll see how long that lasts; I suspect it'll be mostly D&D before the end of the year.
I covered this issue previously, back in 2010, so I'll be skimming it a bit in this post. The relevant articles are below; the only article I'm ignoring is a short story called "The Forest of Flame" which was written by Morno (real name Bradley Schenck).
"An Alternate Beginning Sequence for Metamorphosis Alpha" by Guy W. McLimore Jr.: Instead of starting PCs off as tribesmen aboard the Starship Warden, this article gives suggestions for running a game where the players are clones of the original crew. I doubt I'll use this article as intended, but such clones might come into play should any D&D characters end up on the Warden.
"Sea Trade in D&D Campaigns" by Ronald C. Spencer Jr.: Some simple rules for determining the success of any sea trading ventures that the PCs may wish to get involved with. It uses a chart, with the number of ports visited determining how much gold is made. More ports equals more gold, but also increases the chance of running into some kind of hazard. I'll keep this article in mind if I ever get around to developing rules for trade.
"Legions of the Petal Throne Painting Guide" by M.A.R. Barker: An article detailing the colours of various troop types and monsters in the world of Tekumel, including clothing, armour, and even flesh tones. That Professor Barker is thorough. Various Tsolyani troops are included, as is the priest of Vimuhla, Yan Koryani troops, the priest of Hry'y, and the following non-human creatures: Shen, Ssu, Hlaka, Ahoggya, and Sro. I'll try to keep this info in mind should I ever have players stray into Tekumel.
"Further Rules, Modifications and Clarifications for Metamorphosis Alpha" by James M. Ward: Clarifications on some of the vaguer mutation rules, some new rules to make being poisoned multiple times deadlier, and some changes to missile and vibro weapons. Again, this is all stuff I'll keep in mind for games on board the Warden.
"From the Fantasy Forge": The first official D&D miniatures have been released by Minifig. I'll probably do a post on them in the near future, so I won't cover them here.
"The Gnome Cache Chapter 6" by Gary Gygax: Dunstan joins up with a merchant caravan, but ends up fleeing for his life when it's attacked by bandits. Here are the setting tidbits I gleaned:
- After a week's journey, the merchant caravan crosses the Aarn River and enters the walled town of Rheyton.
- The men of the distant western plains are small and wiry.
- The land that Dunstan hails from is known as Thalland, and the people that live there are called Thallites.
- Northerners from Nehron or Kimbry are broad, burly and dark-haired.
- The merchant is a Thallite known as Evan. The leader of his mercenary band is called Rufus, and Baldwin is his lieutenant. One of the Kimbry in the band is known as Vardabothet. All of them probably die at the end of this chapter.
- The Kimbry live in the Kimbry Vale, beyond which are mountains.
- After many days travel they reach the border keep of Blackmoor, which also has a village and a guardian castle. The Nehron peasants seem unhappy with their noble lord.
- An evergreen forest begins a few leagues north of Blackmoor.
- The bandits mention a Nehron uprising against Blackmoor, but this could be a ruse on their part.
"D&D Option: Determination of Psionic Abilities" by David W. Miller: Alternate rules for determining whether a PC has psionic powers, that allow a PC to test for them regardless of their ability scores. It also opens the psionic powers to all character types, rather than restricting them by class. Probably the most relevant thing for me is that it allows half-human PCs to test for psionics as well.
"Morale in D&D" by Jim Hayes & Bill Gilbert: An alternate morale system that assigns a Bravery score to NPCs and PCs alike. I originally dismissed these rules for taking agency away from the PCs - I don't like any rules that make PCs do things against their will, unless it's a magical effect of some sort.
The authors talk about their home setting of Fantorgn, where humans are predominant and demi-humans rare and mustrusted. I considered using this setting as a proto-Ravenloft, with a magical aura of dread to explain why the PCs are more fearful than usual. Sample PCs in this setting are: Klabath Durhn (6th level fighter, 14 bravery) and Maygreth the Fierce (7th level fighter, 15 Charisma). Their entourage consists of another 6th level fighter, three 4th level fighters, a 5th level magic-user, his three 2nd level assistants, three village priests from the local temple, a half-elf guide and two elf hirelings. In the example of play they are attacked by six ogres.
"Featured Creature: Death Angel" by John Sullivan: Grim reaper types that either act as oracles, warning of death, or as representatives of death itself to kill a specific creature. They are said to be "fingers of fate", and work for powerful entities such as gods, demi-gods, some liches and a few Evil High Priests of 20th level or higher. I plan on using these beings sparingly, pretty much as described.
Note that Ral Partha's "Angel of Death" figure (ES-19) had first appeared in #4, was also featured in the same ad in #5, and was once again featured in the same ad on page 24 of #6, only four pages before John Sullivan's full-page illustration of the "Death Angel", with the monster also designed by Sullivan... hmm...
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