Wizardly Wednesday Returns!



This piece is called "We are NOT taking the wizard." by artist Matt Rhodes.  Mr. Rhodes writes:

"Sitting around a camp fire, my friends and I talked about wizards. Wizards, if they were real, would be the worst people. Dabbling in all sorts of grim abominations for dubious ends. They'd be the last people you'd ever hire for a quest, and then only in utter desperation."

Big thanks to Evan Elkins for sharing this piece with me and reminding me of the existence of Wizardly Wednesday.  It kind of got away from me for a few weeks.

not the Caves, the Crypts


Crypts of Chaos was a D&D dungeon crawl that works on the Atari 2600.  You played a pixel (roughly half the size of the square you played in Adventure) that wandered around a maze ganking monsters and swiping their treasure. 


Like Jamie Mal, I felt that it wasn't very good, but it was D&D-like and playable on an Atari.  That was enough to get me onboard when I was a kid.  The ability to choose between your sword (unlimited charges, short range), wand (limited charges, long range) and magic ring (totally kickass, very limited uses) plus the array of monsters that shalumped down the screen at you made for fun times.  I particularly liked the skull guy pictured above and the one-eyed blob.  Each monster had its own sound effect and the blob's theme really communicated its alien intelligence, cool and unsympathetic.

But what I really wanted to talk about today was the cartridge/box art.  Scroll back up and check it out for a bit if you can't see it right now.  Click for the bigger version if you'd like.  Here are a few observations:
  • The sorceress is clearly meant to evoke Princess Leia from the opening scenes of Star Wars.  In the memories of my youth D&D and a galaxy far, far away are inextricably intertwined, so you know I gotta aprove of this.
  • Note that the ring on her finger is highlighted.  Given the importance of the magic ring in the game, this is one of those rare examples of the artist actually understanding and presenting the game rather than just knocking out a generic fantasy scene and calling it a day.
  • You'd think with Princess Leia right there in the scene that the dude behind her would be a Luke Skywalker stand-in.  Wrong!  He's actually Prince Erik Greystone, the dashing hero played by Jeff Conaway in the D&D-inspired TV series Wizards and Warriors
    Ran just one season.  Featured Julia Duffy
    as yet another princess named Ariel.
    Seriously, it's this dude.  The hair, the white clothes with gold armor, even the friggin' boots are the same.
  • Note how the princess is carrying a torch and so is the wizard coming up on the party in the distance behind them.  I'm getting better at insisting that the PCs are well-lit (heh) but I often forget to return the favor when it comes to NPCs lurking about the dungeon.
  • Dig the skull/bat detailing on that column and the lovely vaulted ceilings.  There's always room for more architectural features in a dungeon crawl.
  • Also extremely cool: the windows in the dungeon wall just above and below the extended right arm of the sorceress.  They look fairly small.  Dungeons should have more places you can see but can't quite reach (barring gaseous form, diminution, sending the halfling by himself, etc).  It drives players nuts.

List of available AD&D modules


Okay, so Wizards is reprinting the original AD&D corebooks, right?  Cross our fingers that somebody who isn't already neck-deep in the hobby buys them and wants to run a game.  They may want a module.  Hopefully the hobby store owners are trying to get some modules to put on the shelf next to these books.  And hopefully any old school publisher with a garage full of modules is bugging the crap out of distributors and stores to stock their stuff.  But we can't count on that.  That's why I spent a couple of hours yesterday composing the list linked above.

For the next step, I need the help of everyone reading this: spread the word.  Go to your blog, message board or social media site and share the link.  Explain in your own words that it's a list of Advanced Dungeons & Dragons modules for people just getting back into the game.  Please DO NOT link back here or mention my name or the name of my blog.  Ask anybody reading your message to pass it on.  If enough people do this then maybe when one of these new/returning folks hits up google for module help they will find one of these links.  This is an opportunity for everyone already in the hobby to do a solid for people heading our way in April.

Finally, please read the second page of the linked file (see tab at bottom) before you edit it. 

Caves of Myrddin update

Gaze into the eyes of
the dragon and despair.
Philip the Bloody, Blixa the Thief and Abe the Talking Dog beam into the Dungeons of Dundagel Star Trek style.  How did they get here?  Where did they come from?  Hell if I know.  What I do know is that they arrive in a smoky chamber that Taurus Hells-heart, Ool the Dandy, Edern the Thief, Father Jack, Girly the Torchbearer and Saira the Elf Maiden are desperately trying to barricade.  Something about a big blue spider on the other side, who seems to be immune to both fire and weapons.  Soon the scythelike blades of the spider start to pierce the door while the party hastens through a secret door and down a ladder.  They hide out in one of the haunted prisoner cells after Philip disintegrates the skeletons found therein.  Using Phantasmal Forces, Philip lures the spider down into a smoke-filled cavern below.  After some noise they hurry back up the ladder to make their escape.  Father Jack, the last one up the ladder, looks back just long enough to stare right into the serpent eyes of the last dragon in medieval England, who miraculously opts neither to pursue nor fry the priest.

Later most of the party go get drunk at the Blue Rabbit.  Since the only treasure found this expedition was the some measly equipment yanked off the corpse of some pit-slain dwarf, Blixa ends up buying drinks for everyone.  Saira and Father Jack both blow their carousing saves, allowing me to deploy my brand new double secret customized Blue Rabbit carousing mishaps chart!  Huzzah!  Father Jack pisses off the new bugbear bouncers, getting a beating and ending up with a broken right foot.  Father Jack is run by Michael Moscrip, who ran the session where the bugbears were recruited.  Ain't FLAILSNAILS great?  Meanwhile a drunken Saira drunkenly borrows 300gp from the Cornish mafia to drunkenly buy a partial map of the ruins of Dundagel, only to discover it's the map Taurus made this session and misplaced while he was also drunk.

No loot found.  Lots of gold expended.  PCs running for fear of their lives only to be trapped between two monsters.  Pretty much a perfect run from the DMs point of view.

Short answer: 1st edition DMG

In the comments to yesterday's Gameblog post Hartful asks "What would you recommend must reads from old editions as a DM?"

The original cover.
Like it says in the title, the first edition Dungeon Masters Guide is the first thing you ought to read.  It's the only RPG book I read from cover-to-cover every two or three years.  Not only is the classic Gygaxian prose in full effect, but it's just full of stuff that you can use in any fantasy game, not just D&D: random NPC personalities, gem types, herbs, random dungeon charts, siege engines, castleworks, government types, noble titles, gambling methods, crazy mofo artifacts, ships, potion ingredients, etc., etc.  I have yet to run a fantasy campaign without opening this baby up at least once, no matter what rules I use.  Comparing the 1st edition DMG to the lackluster 2nd edition version really shows the difference between a competent game designer and an actual ludo-genius like Gygax.

Cover of later printings.
The DMG is the reason why I'm so excited about the forthcoming AD&D1 reprints from WotC.  The Monster Manual is only so-so.  If I had to pick a single 1st edition monster book to use for all future gaming this would rank 4th or 5th on the list with the Fiend Folio at the top.  It's main value back in the day was basically "Holy crap! Look at all these monsters!" and "Wow! They do games in hardback now?!"  The Players Handbook is good not great.  Warts and all, the DMG is one of the best texts ever produced by the hobby.  Even if you don't own the rest of the line and have no plan on playing AD&D, you need a DMG.

The other TSR items I would definitely recommend for new DMs especially are the two early adventure modules B1: In Search of the Unknown and B2: The Keep on the Borderlands.  Both have great advice and provide examples of what you can do in your games.  Just don't assume they're the only way to play.

Non-TSR items would be a whole nother post I think.  Maybe tomorrow.

Let me tell you about my favorite band

It was summer 1982 when I picked up my first album.  I was a dumb kid and I didn't know what hard rock or heavy metal were, I just knew I liked the cover art.  Back to Basics, the fourth album from Wisconsin band Dungeons & Dragons, totally blew my mind.  It was like the Death Star exploding, but in music form.  At the time I didn't realize that Tom "the Bomb" Moldvay was new to the band, replacing original guitarist Dave Arneson.  I just knew I liked the sound.  Probably my favorite tracks are the opener, "The Life and Times of Morgan Ironwolf" and track eight, "Blood-Thirsty Thoul".

As soon as I could I tracked down the only other record by D&D available in local stores, their masterpiece Diabolical Advances.  This album was heavier, more complex and darker than Back to Basics.  You wouldn't believe the hours I wasted trying to figure out the lyrics.  "Segment by Segment" and "Battle of the Psi Lords" still baffle me to this day.  I've looked the lyrics up online but I'm just not convinced that Gygax is speaking English in these songs.

 My buddy Dave was one of the first people I turned on to the Dungeons & Dragons sound.  He somehow managed to track down a copy of 1983's Towards Immortality before I did.  The sound was a lot like Back to Basics, but clearly it was lightened up for radio play.  Even so, track three, "The Death of Aleena" anchored this album to the stuff we already knew.  Dark, heady stuff for a kid.  It was about this time that the first greatest hits album for the group appeared, Unearthed, which featured stuff from albums we hadn't even heard of and a great cover of Blue Oyster Cult's "Career of Evil".


The 1989 release Second Chances was the first time as a kid that I realized a band could change in ways that you didn't want them to.  Me and my friends still bought and listened to this album, but we could hear the corporate-rock glitz screwing up the heavy sound we used to love.  So we turned to other bands, mostly Van Halen and BattleTech, as I recall.  The EP With Skill and Power only cemented my opinion that D&D was going in the wrong direction musically.

By 1999 I was old enough to feel nostalgia for the good ol' days, so the release of Third Time's the Charm was welcome.  It wasn't the smack in the face of Diabolical Advances or Back to Basics, but it had an interesting sound of its own.  The punkish "Behold the Icons" and the utterly inexplicable "Attack of Opportunity" were pretty grating, but I really enjoyed most of the rest of the songs on this one.  I played this and the follow-up live album, Half A Loaf of Rock You more than any record I had bought in years.  The new greatest hits album, the unimaginatively-titled Unearthed II, was also pretty great.

It was about this time that I decided to track down the one that started it all, the original 1974 album, Medieval Fantastic.  I couldn't believe how raw this sound was!   It was almost like an American version of Motorhead, fast and crazy and not giving a damn what you think.  I was a new rock and roll fan all over again.  The last track on this one, "Eldritch Wizardry" remains one of my all-time favorite songs.  It was around this time that I also started hunting down the bands that followed in the wake of D&D's initial success, particularly The Judges and The Dave Hargrave Project.  A couple of D&D cover bands, particularly the Labyrinth Lords and Raggi & The Flame Princesses, also found a spot in my collection.

What's funny about the '77 D&D release, Surgeon of the Underworld, is that I owned it for years, as I bought it during the gap between the With Skill and Power EP and Third Time's A Charm.  But it wasn't until a couple years ago that I actually bothered to give it a listen.  What a fool I was.  Here in one disc was everything I loved about the entire D&D corpus.  To this day I can't believe that both "The Wonderful Scrolls of Doctor Holmes" and "Melee Resolution" were omitted from both Unearthed volumes.  They had room in Unearthed II for a cover of "Sunshine Superman" but for nothing from this album?  WTF?
Which brings us to Fourgone Conclusions.  I know a lot of people like this one, but it just doesn't do anything for me.  The new sound is too J-poppy for me or something.  And firing original bassist Mike "the Maniac" Mornard and replacing him with the drummer's son was a terrible idea.  Who the hell does that?  I'm glad the band is back in the studio working on a new album.  If The Essentials live album is any indication, they seem to be leaning a little bit towards that original sound.  I guess we'll see.

Dang it. Who blogged about 10' corridors?

I'm pretty sure someone this weekend blogged about how in the 1st edition DMG section on minis Gygax makes it clear that 3 figures should be able to fit abreast in a 10' corridor.  I have been considering using one square = 3.33 feet for a new tactical display I've been toying with building but I usually use 2 figures per rank in 10' wide corridors. But if someone really wanted to try for 3 I wouldn't object.  It would just be more cramped and possibly more fumble prone.  (You know what I need?   A chart full of non-combat fumbles.  Torches dropped for no good reason.  Stumbles leading to noses broken on flagstones.  Spilled backpacks.  That sort of thing.)

Anyway, I just wanted to point out that to use the AD&D rules as written to determine the number of people in a rank you also have to look in the Players Handbook.  I'm thinking of the Weapon vs. Armor Type chart here and the column labeled "Space Required".  You can only fit one character wielding a Bec De Corbin, Footman�s Flail or Two-Handed Sword in a 10' wide space or two characters using Bardiches, Halberds, Lucern Hammers or Morning Stars.

Sure, you could squeeze a couple of spearmen next to that maniac with the two handed sword, but you're going to feel like a chump if he accidentally whacks you with that big clumsy blade.

I should point out how this situation is just one of many rules where half the info you need is in the DMG and the other half is in the PHB, like how both books have spell sections or to roll to-hit you need the DMG but to roll damage you need the PHB.  Or how the crappy psionics rules in the back of the Players Handbook requires the crappy psionics rules in the DMG to function crappily.

Also worth noting here are the marching order rules in Empire of the Petal Throne: three characters abreast is standard just like in the DMG; four may squeeze in if none of them are fighters; only two may fight side-by-side if one wields a two-handed weapon, except for a two-handed sword.  If you wield a two-handed sword you take up the whole dang rank by yourself.