Dragons

Dragon hunting
Dear Dragon:
Concerning Mr. Moore’s editorial in issue
#148, I remember seeing the gray and rainbow <gray dragon, gray dragon, rainbow dragon>
dragons in issue #146, but I don’t remember
seeing the brown, stone, rock, or purple dragons
anywhere. Have they appeared in any other
issues of DRAGON Magazine? If so, which ones?
The purple dragon sounds interesting.

Chris Connelly
Dearborn MI
(Dragon #152)
 

We’ve published brown dragons in issue #38,
grey dragons (not the same as gray dragons) in
issue #62, purple dragons in issue #65, and
stone dragons in issue #134 (we’ve rejected all
rock dragons as a result). One can never have
too many dragons, we always say.

THE FORUM
Finally, you?ve done something to beef up
dragons! [Special attraction on dragons in
DRAGON issue #134.] I don?t know how many
people have laughed at the game because they
?tried the AD&D® game, went out and killed a
dragon, and it was boring." So few Dungeon
Masters have the skills necessary to make even
a demon lord a challenge! In the group I DM,
the players have told me that they would rather
face a dragon than a group of eight orcs just
because the dragon is quicker about wiping
them out! The editorial about Tucker's kobolds
[DRAGON issue #127] really hit home as it
reminded many of the players about my orcs.
I?m not a killer DM, but I don?t believe orcs have
survived this long because they are stupid, and I
always give the monsters even breaks! What
those articles did was explain to everyone how
to make dragons a bit more like their legendary
cousins. The only problem is that merging those
changes with those presented in the FORGOTTEN
REALMS setting boxed set makes for a
mean dragon!

In "Sage Advice" in issue #134, the question of
house rules was brought up. If there is one
thing I hate, it?s a player who challenges a house
rule. The DM had a reason for making the rule,
and if players don?t like it, they can find another
game. In my own world, elves cannot be clerics.
The reason for this is that an elf can be almost
any class, and it is usually advantageous to be
an elf. Aside from the bow and short-sword
adjustments, elves each have infravision and the
ability to find secret doors. Combined with any
class, an elven character will dominate a game if
the PC is played correctly. My house rules also
make dwarves most powerful as clerics (I loved
the dwarven cleric in issue #129) and humans
most powerful as fighters. I have corrected a
major imbalance in the game regarding elves,
and I have given other races, notably humans
and dwarves, a chance. If I had to make one
recommendation for the revised AD&D game
books, it would be to make the elves less powerful
and other races more powerful.

Dean Wright
Security CO
(Dragon #140)
 
 

With respect to all the letters to ?Forum?
concerning dragons, I?d like to know what
everybody is so excited about. I swore that I
wouldn?t become involved in all this, but with
the last letter in issue #150, I just couldn?t help
myself. It seems that every time I read this
column, I find one letter or another telling us all
about how this or that dragon could either
utterly destroy a well-equipped party of adventurers
or else be destroyed. In this latest travesty,
the dragon in question seems more like a
coven of witches or an entire thieves? guild than
a large reptile. Mr. Myers has this dragon sporting
a spy network that could put many an
assassin?s guild to shame! And the traps! Why
don?t we just house all the dragons right in town
and save them the trouble of having to shop for
the latest gadgets?

Look, isn?t a dragon supposed to be lying in a
cave on top of his huge mound of treasure, far
away from man and his petty affairs? The
heroes are supposed to trek up a mountainside
and gain access to this hidden lair. The dragon
wakes up (usually because somebody steps on
the equivalent of a dry twig), breathes his
terrible breath weapon, claws and bites a few
times (possibly taking a few party members
with him), then dies from the mighty blows of
some knight or wizard or something.

Let?s all keep in mind that the toughest 1st
Edition dragon is only in the neighborhood of 10
to 12 HD. Special abilities aside, it is absolutely
ludicrous to assume that such a creature should
be able to give a well-equipped party of adventurers
of equal level any more than a marginally
tough workout, not to mention the previously
mentioned 25th-level party. I fail to understand
why people assume that just because it is a
dragon, it should have some special right to
have it?s life preserved by the DM.

The point is that no matter how tough you
make the dragon, a party of adventurers is
going to come along and kill him. I imagine that
sooner or later, we?re going to have the same
problems with the 2nd Edition dragons that
we?re having with the 1st (but it?ll be a while).
When that time comes, if the DM can?t handle it,
then he shouldn?t be running a game.

On another topic, I?ve just finished reading the
?Forum? letter in issue #151 submitted by an
unknown author. Those of us who like castles
are no different from those who like magic,
weapons, ships, cars, planes, or whatever. We
don?t really like them because they make sense;
we like them because they?re neat! To me, it?s
not an issue of whether or not a castle can be
effective, but more a matter of how I can make
it effective.

Now I hate to sound like one of these people
who will fanatically defend a concept to the
exclusion of all reason, but our unknown author
seems to have overlooked a few simple ideas.
First of all, adventurers are supposed to be
uncommon. Similarly, an army flying around on
pegasi or griffins should be equally, if not more,
uncommon. The walls of a castle are supposed
to keep the riff-raff out (?riff-raff? meaning
marauding tribes, orcs, kobolds, and on rare
occasions, ogres and opposing human armies).
In this respect, a castle is more than effective. In
fact, in a fantasy setting, a castle is even more
practical than in reality, because humanoids are
commonly the only attackers and are the easiest
to keep out because of their disorganization and
low intelligence.

However, Mr. Unknown?s campaign seems to
have more than the average number of gatecrashing
adventurers and monsters. But if we
shift gears a little bit, most (if not all) of the
attack modes mentioned in his letter can be
eliminated.

First of all, if it?s cheap and easy to destroy a
castle, it is equally as cheap and easy to build
one. In a fantasy setting one need not spend five
years digging foundations and moats when the
work can be done by the aforementioned experts
(dwarves, orcs, etc.) in no time at all?not
to mention using move earth, dig, or conjure
elemental spells. Given the easier job of digging,
more elaborate foundations can be designed
which can prevent tunneling?say, underground
waterways or superdeep moats.

As for knock, passwall, phase door, etc., a
simple look at the spells will solve this problem.
For the price of a simple dead-weight bar and
some thin metal sheeting, one can cancel all
three of the above spells. I?m going to assume
that the outer wall can be flown over, so I?ll roof
off the exposed areas and segment the arrow
niches so that fireballs won?t spread. If I?m
really serious, I?ll buy some magical effects to
help support the structure, use illusions, charm
my own creatures, and maybe research some
special magical defenses that nobody could
possibly know about until it?s too late. Of
course, I?m going to hire a mage to do some of
my own summoning and spell-casting, and a
thief to advise me in the area of his expertise. In
fact, as long as we?re going to get nasty and
start a fantasy war, I imagine that your troops
are going to pay all kinds of hell standing
around on an open plain waiting for your spellcasters
to sneak up on the gates. Cover can be a
wonderful thing!

Obviously the point here is not that there are
defenses. The points are that there are just as
many defenses as there are attacks, and that the
defender has a much greater advantage. The
attacker has absolutely no idea what defensive
maneuvers are being used, and he must find out
the hard way. Also, the defender pretty much
knows all the methods of attack, whereas the
attacker is not so lucky. Special spells can be
placed on structures, much as a mage creates
magical items. The castle?s owner can spend
years doing whatever he likes, whether it be
researching special magical effects or just digging
more extensive dungeons. Inversely, anything
an attacker uses for assault must be
portable and is thus predictable. The defender
is also better off financially. His defenses can be
paid for over years and years, whereas the
attacker must finance his operation on the spot.
I imagine that one would have to pay a pretty
penny for the casting of an earthquake, conjure
elemental, or disintegrate spell.

As one can imagine, it might be a lot of fun
thinking up and designing castles, then making
one?s players attempt to assault them. One could
also possibly find from all this that there could
be an adventure or two to be had.

R. J. Wenzel
Lancaster CA
(Dragon #155)

 
 
 


 


 
 
 
 


Candle of Invocation
 
 


Dragon Mountain box set


Dragon Mountain box set


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