Showing posts with label knockspell. Show all posts
Showing posts with label knockspell. Show all posts

13 May 2017

The Theory and Use of Gates in Campaign Dungeons, Part 1: Setting the Stage




Prerequisite to the summoning and binding of demons and their ilk is a deep understanding of gates and of the planes themselves.  How gates inter-relate with planar travel and truenames, with tesseracts and teleportation; the mastery of the magical traits that define planar portals, including how to ‘wrack them to your own purposes; fissuring the gatetrace of a fleeing archmage to follow and slay him within his own sanctum---these are the foundations upon which a demonologist builds her empire.  For without gates there are no summonings.
--- The Witch of Perrenland, The Demonomicon


A Quick Preface



If you have a copy of Ed Greenwood’s “Theory and Use of Gates”---first published in The Dragon #37 (May 1980) and reprinted in Best of Dragon Magazine Volume 2 (November 1981 and February 1986)--- read that before my article below.  You don’t need to read Greenwood’s treatise first, but it sets the stage for this article quite handily, hence my recommendation.  


To A Lesser Degree, Teleporters:  An Introduction



The World of Greyhawk and Forgotten Realms are replete with gates and related portals, where they serve as underpinnings that showcase the importance of gates in those campaigns, and in D&D as a whole.  Castle Greyhawk is infamous for its portals to other planets and strange demi-planes---including EX1 Dungeonland and EX2 Beyond the Magic Mirror (leading to Lewis Carroll’s Alice in Wonderland); WG6 Isle of the Ape (King Kong’s Skull Island); the planets from Edgar Rice Burroughs’ Mars and Venus series; Jack Vance’s Tschai from the Planet of Adventure books; and Oz and Melniboné among many other locales.  Castle Greyhawk also features much intra- and inter-level teleportation as well, perhaps most-famously to Rob Kuntz’s Bottle City on level 2 of the dungeons.  The Forgotten Realms is similarly populated with a network of worlds-spanning portals, including a multitude within, to, and from Undermountain.  The Forgotten Realms use of gates pushed them the closest to approaching the level of ubiquity that they hold within Farmer’s World of Tiers novels, but even in the ‘Realms, gates remain, for the most part, the purview of high-level adventurers, and little is done to explain the processes behind their creation, usage, maintenance, or destruction. 

I see magical portals as a spectrum that range from rope trick to blink, through dimension door, teleport, and plane shift, to phase door and maze.  They reach their pinnacle with gate.  Thus, in my corner of the multiverse, even low-level PCs have access to gate-related magics, although no spells and few magic items directly deal with the structure of gates and related transportation portals. 

Gates present several logistical challenges to a Dungeon Master, in spite of the wonderful havoc they wreak on players (in particular the mappers), and the resultant glee that they bring to a Dungeon Master’s dark heart:  teleporters can separate parties within a dungeon or even scatter PCs across the planes; they may deposit a party into extraordinarily hostile environments for which they are completely unprepared; and they are often viewed a tools of DM fiat, in that PCs have little to no ability to control their own destiny when it comes to gates and teleporters:  PCs are either all-in, or all-out, with few tools to help them decide whether to take the plunge (assuming that they have any choice in the matter at all, of course).  In addition, gates, planar travel, and---to a lesser degree, teleporters---are often deemed the exclusive purview of high-level characters; in part I think this is because gate is, in fact, one of the highest-level spells in the game, but more so because few resources exist within D&D to help DMs and players come to terms with these semi-obscure elements of play.  In the eyes of some, to play in campaigns with a strong Moorcockian- or Philip-Jose-Farmerian flavor, is, perhaps, to step beyond the pale of even high-fantasy D&D into a “Monty Haul” campaign, or even into another rpg altogether.  Part of the intent for this article is to provide a toolkit to fill that gap---to enable gate-loving DMs and players to use gates in their games, and to challenge the perception that teleporters and planar travel fall solely within the purview of high-level characters.

Dissecting Gates, From the Outside In


To begin at the beginning, in D&D a gate is a magical portal that whisks the PCs that enter it to another location.  In general, PCs won’t know the destination of a gate unless they have discovered some information about its creators and/or its current users because in-game there are few, if any, resources available to assist PCs with divining the nature of any magical portal.  Generous DMs may provide magic-users with some intelligence about a gate via detect balance, -evil or -good, detect magic, augury, identify, know alignment, divination, or true seeing, and they can always turn to the ubiquitous last resorts of desperate information seekers---bardic lore, sagely consultation, commune, contact other plane, or legend lore.  Perhaps even such spells as locate object, glassee, project image, and other scrying magics/devices, may allow PCs to “see beyond” to the other side of a gate.  What intelligence such magics will provide, if any, rests solely on the DM’s judgment, and the players’ creativity.  But even assuming the DM allows such spells to work in some manner, what information about a gate should be provided to the players in response to such magics?   
 
Most gates are presumed to operate continuously, and are reliably safe to use:  they are basically Star Trek transporters without the occasional melt-down due to signal lock failure.  These basic assumptions hold true across most editions and settings in the game, but they’re relatively useless if a DM wants to run a multi-planar, worlds-spanning campaign within which gates play a central role.  Consider these scenarios:

  • If gates can lead to variable destinations (a la Farmer, Greenwood’s article, and “From Kuroth’s Quill” #1: One-Way Doors, Variable Stairs, and the Accessibility of Sub-Levels), is there some way other than trial-and-error for PCs to recognize such gates?
  • If a gate can be trapped, can PCs detect it, and attempt to remove it, and if so, how?---will a thief’s Find and Remove Traps ability function on gates?  what detail will a clerical find traps provide?  would dispel magic to remove a magical trap on the gate interfere with its functionality?
  • When knights return from Faerie or other realms of myths and folklore, they often age heavily during the transition---or their age remains constant but time has advanced quickly in their absence (often a century or more); if PCs knew of such risks when choosing to traverse a gate, they might avoid it completely; if instead, however, they have tools to try to minimize such negative effects, the possibility of success (and failure!) raises the tension and the stakes in the game---especially, if they are perhaps “forced” to choose to pursue a foe beyond the gate, or to rescue a friend who fell through, or whatever.
As the usage of gates and similar transporters become more common in a campaign world, specialized magics will be developed to help manage them---not just to determine whether they are working properly, but to divine their destination(s), the arcane rules that govern when they activate, and most especially to identify the nefarious traps that have been created to safeguard their operation and usage.  Providing PCs with gate-related tools gives them a fighting chance in the face of such now-more-common challenges, and these tools make gates an easier pill to swallow, when introducing them as a new element within a campaign. 

In order to make such tools useful in a game, I’ve broken down the functionality of permanent gates and teleporters, along with some related states (trapped or not, for example) into the two sets of properties:  outer traits and inner attributes.  Depending upon how much emphasis you want gates to occupy in your campaign, you may want to combine some of these traits, ignore others, or even collapse them all into two values (all of the inner and outer properties rolled-up into one master trait, and one master attribute).  Like the myriad of the planes that gates are but entry points into, you should customize these rules to suit your own preferences, and as well as the level of detail that your players enjoy:  if none of your players run magic-users that employ detect magic to look for schools of magic or strengths of auras, then this sub-system as I’ve defined it is probably too much detail for them as-written.  Don’t let that stop you from using gates---just modify it and move on!

The outer traits of a gate can be divined via the new spell, detect gate (see part 2, below).  Outer traits include:

  • intensity:  a measure of the strength of a gate’s magical aura and planar connections; detection levels are:  none/inactive, dim, faint, moderate, strong, very strong, intense, and overwhelming; gates rated at strong or stronger are more-easily detected; in general, an active gate will read with an intensity one or two levels higher than its inactive state
  • recency:  a measure of when an inactive gate was last used; detection levels are:  fresh (used within 1 round/level; detects at +50%), recent (within 1 turn/level; detects at +25%), waning (within 1 hour/level, detects at base), dwindled (within 1 day; detects at -25%), stale (within 1 day/level; detects at -50%), lapsed (within 1 week/level; detects at -75%), atrophied (within 1 month/level; detects at -125%), eroded (within 1 year/level; detects at -200%)
  • ethos:  a measure of the alignment components of a gate’s destination(s) (if any); detects as:  none, law, chaos, good, evil, neutrality (no detection modifiers)
Inspired DMs should tweak the increments for recency (and perhaps intensity), based on how common gates will be in a campaign, or how strong you envision their magics to be, and how lingering they are:  if you are playing in Farmer’s World of Tiers, “fresh” may measure turns or even hours per level, for example, with the rest of the values adjusting upward from there (concluding with “eroded” denoting decades or centuries per level).

The inner attributes of a gate are only available to the new spell, identify gate (again, see part 2 for details); detect gate is not sufficient to pierce the veil of a gate’s inner workings.  The inner attributes are:

  • activation method(s):  general details about how the gate is activated---by walking through, by command phrase, by proximity of some sort of key or item, by ritual, etc.; specific details beyond walking through the gate often require research via consultation with a sage or bard, legend lore or contact other plane, or similar efforts to glean the full information
  • destination(s):  the caster discovers how many destinations to which the gate leads; if the gate can access more than one plane, planes will be identified from most- to least-commonly travelled destinations
  • periodicity:  determines if the gate is always on, or periodic; a second check will determine the frequency of the gate’s operative periods---every other round, once per day, upon command, during the new moon, etc.; a third check will determine the duration for the gate’s activity cycle---always on during the full moon, one use during a full moon, for one hour after the third person to walk through during a full moon, etc.
  • sweetness:  a measure of the discomfort that passage through a gate causes, based on a 14 Constitution; adjust upward or downward from Con 14 using detect gate’s intensity scale to determine PC impact, if any:  none (no effect; the gate is “sweet”), faint (mild dizziness), moderate (dislocation), strong (mild nausea), very strong (nausea), intense (strong pain), overwhelming (unconsciousness); each level of effect is cumulative, and exact effects are left to the DM to adjudicate
  • symmetry:  does the gate shift travellers’ physical positions during transit, or do they arrive in the same positions relative to one another, to the gate itself, etc.
  • temporality:  does the gate shift travelers forward or backward in time, or have a discernable lag during transit time
  • transit options:  is the gate one-way or two-way?
  • traps:  the caster identifies one trap on the gate, if any, along with the trap’s level of threat (use detect gate’s intensity scale)
  • usage restrictions:  identifies whether or not the gate restricts usage in some manner, such as by home plane, race, sex, alignment, class, level, eye color, family lineage, etc. ; the first check provides a yes/no response, while subsequent checks provide one restriction per check 


Gaming Bibliography


Ed Greenwood’s “The Theory and Use of Gates” provides an excellent overview of gates-related fiction released through the late 1970s.  Other than Greenwood’s piece and Sepulchrave’s works, I do not reference fiction otherwise in this bibliography.  Instead, I focus narrowly on useful sources about planar architecture and gates,  rather than on content describing the people, places, and things found within any specific plane:  this is one reason why I don’t list most Planescape titles in the bibliography, for example (that I can’t stand Planescape’s cant is another….).  The Dragon Archive details a cornucopia of such content specific to various planes, including the Nine Hells (issues #75, #76, #91), Gladsheim (#90), Hades (#113), and the Demiplane of Shadow (#213), in addition two planar adventures (in issues #67 and #90).  In addition, a wide variety of Planescape and d20 products have provided support content detailing specific planes as well, such as Rob Kuntz's and Necromancer Games’ City of Brass products, most of Mongoose’s line of planar books, and Monte Cook’s Beyond Countless Doorways.

Without further ado, here is my list of preferred sources about gates and planar theory, including many formative articles about the origins of D&D’s “great wheel” multiverse from The Dragon:

  • Peter Adkison, The Primal Order, Wizards of the Coast (1992)
  • Bruce Cordell, A Guide to the Ethereal Plane, Wizards of the Coast (1998)
  • Bruce Cordell and Gwendolyn F. M. Kestrel, Planar Handbook, Wizards of the Coast (2004)
  • Jameson Ferris, “Tales of Wyre” (Story Hour) and “Eadric et. al. (The Paladin and his Friends)” (Rogues Gallery) in Sepulchrave’s “Wyre” threads on EN World (2002 to date)
  • Ed Greenwood, “From the City of Brass… …to Dead Orc Pass… In One Small Step:  The Theory and Use of Gates” in The Dragon #37 (May 1980)
  • Gary Gygax, "The Inner Planes " in Dragon #73 (May 1983)
    • "Planes" in The Dragon #8 (July 1977)
    • "Playing On the Other Planes of Existence" in The Dragon #32 (December 1979)
    • "Protection Circles and the Like..." in Dragon #56 (December 1981)
  • Jeff Grubb, Bruce R. Cordell, and David Noonan , Manual of the Planes, Wizards of the Coast (2001)
  • Gareth Hanrahan, Classic Play:  Book of the Planes, Mongoose Publishing (2004)
  • Dave Howell, Chessboards:  The Planes of Possibility, Wizards of the Coast (1994)
  • Steven Kienle with Gary Gygax, "Elementary Ideas for Elemental Adventuring" in Dragon #47 (March 1981)
  • Lenard Lakofka, “The Inner Planes” in Dragon #42 (October 1980)
  • Steve Marsh, "Elaikaises' Tower #2" in Lords of Chaos #4 (Spring 1978)
    • "Elaikaises' Tower #3" in Lords of Chaos #5 (May 1978)
  • Mike Mearls, Legends & Lairs:  Portals & Planes, Fantasy Flights Games (2003)
  • Phil Reed, “A Dozen Planar Traits,” Ronin Arts (2006)
  • Roger E. Moore with Gary Gygax, “The Astral Plane” in Dragon #67 (November 1982)
  • Roger E. Moore, “Gates in the World of Greyhawk” originally in the Greyhawk AOL folder, was later available on wizards.com, and is now archived on Greyhawk Online (March 1995)
  • Carl Schnurr, Mythic Places and More Mythic Places for Ars Magica, White Wolf (1991)
  • David C. Sutherland III with Gary Gygax, Q1 Queen of the Demonweb Pits, TSR (1980)
Other likely gaming sources for planar inspiration include the rpgs Stormbringer/Elric, Everway, Amber Diceless Roleplaying, and Ars Magica.   If I’ve missed any interesting or worthwhile books about gates and the structure of the planes, do please let me know---I’m always on the lookout for these kinds of resources!

Continued in Part 2: On the Destruction of Gates; and, New Magic-User Spells

Allan. 

"The Theory and Use of Gates in Campaign Dungeons, Part 1:  Setting the Stage" first appeared in Knockspell Magazine #3 (Spring 2009).

10 May 2017

Knockspell Magazine - Master Index

From time to time, I've found myself wanting to dig up a specific monster, spell, adventure, or other piece of content from Knockspell Magazine, but it's always been a hassle since the TOCs didn't always describe the articles in much detail.  I was always quite fond of Knockspell, and sad to have seen it cease publication in 2011.   

So, without further ado, here is an index of the six issues of Knockspell Magazine:


Issue #1 (February 2009):  Cover art by Peter Mullen; 61 pages
  • Editor's Note by Matt Finch
  • Who sucked the fun out of RPGing? by Tim Kask
  • From Kuroth's Quill: One-Way Doors, Variable Stairs, and the Accessibility of Sub-Levels by Allan T. Grohe Jr.
  • Death Magic & Dark Dealings: The Necromancer NPC by Scot Hoover
  • The Paladin by James Maliszewski
  • The Monk by James Maliszewski
  • Three Principles of Adventuring Success by James Carl Boney
  • Isles on an Emerald Sea - An Adventure by Gabor Lux 
    • The Isle of Birds
    • The Isle of Arsinoi
  • Ruins & Ronin by Mike Davidson
  • Fighters with Flair! by Akrasia
  • Class-Based Weapon Damage by Akrasia
  • Random Hireling Generator by Robert Lionheart
  • Charnel Crypt of the Sightless Serpent by Jeff Talanian
  • The Dungeon Alphabet: Part One by Michael Curtis
  • Masterminds and their Minions by Salvatore Macri and Matt Finch
    • The Shadow-Kin
    • Shadow-Kin Packs ("Gloomings")
    • Shadow-Walkers
    • Shadow-Lurkers
    • Shadow-Lords
    • The Artificers of Yothri
    • Amphorons of Yothri
      • Worker Amphororn
      • Juggernaut Amphoron
  • How in the Hell Do You Open this Thing?!:  Open Door/Portal Table by Matt Finch
  • Character Class: Thrall by David Bowman
  • Classifieds and Comic

Issue #2 (Spring 2009):  Cover art "The Dungeoneer" by Peter Fitzpatrick; 88 pages
  • Editor's Note by Matt Finch
  • Art Director's Note by Jeff Preston
  • From Kuroth's Quill:  Dungeon Strangitude: Variations on Dungeon Dressing and Setting the Tone by Allan T. Grohe Jr.
  • The Dungeon as Mythic Underworld by Jason "Philotomy Jurament" Cone
  • The Trouble with Thieves by James Maliszewski
  • WhiteBox Thief (1): The Treasure Seeker by Rob Ragas
  • WhiteBox Thief (2): The "Standard" Thief by Salvator Macri
  • Core Rules Thief (1): The Skillful Shadow by Salvatore Macri Core Rules??
  • Core Rules Thief (2) by James Maliszewski
  • Thieves and Tasks by Akrasia
  • Isles on an Emerald Sea 2 by Gabor Lux
    • The Isle of Barzon
    • The Isle of Armul Urthag
    • The Islands Miscellaneous
    • The Isle of Winds
    • The Isle of Mertagras
    • The Isle of Panodax
    • The Isle of Magrar Yemmaure
    • Appendix
      • Meta-Droids
      • On Laser Weapons
  • Retro-Clones: Interviews with the Authors by Dan Proctor
    • Stuart Marshall on OSRIC
    • Chris Gonnerman on BFRPG
    • Dan Proctor on Labyrinth Lord
  • Jousting (Optional Rules) by Brendan Falconer
  • Dungeon Oddities by Michael Curtis
    • Puzzling Portals and Vexing Valves
      • The Storm Door
      • The Door that is a Jar
      • Door of the Dead
      • Painted Door
      • Puzzle Door
      • The Repulsive Door
    • Constructed Oddities, Enigmas, and Obstacles
      • Look, But Don't Touch
      • The Coin Flip
      • The Stone Womb
    • Natural and Magical Hazards
      • Tar Pits and Petroleum Seeps
      • Lava Pits and Magma Rivers
      • Vaedium
      • Hazardous Gasses
      • The Bottomless Pit
      • The Black Blood of the Earth
  • The Zocchi Experience by Matt Finch
  • The Claws of Ssur-Sparih (Relic) by James Carl Boney
  • Random City Lair Generator by Sean Wills
  • Random Thieves Guild Generator by Robert Lionheart
  • The Fantasty Marketplace: Looking at Merchants Differently by Michael Shorten
  • Spell Complexity (Optional Rules) by Brendan Falconer
  • Thoughts on "Arnesonian" Alchemy in the Original Dungeon Game by Jason Vasche
  • When is a Spell Book Much More than a Spell Book? by Brendan Falconer
  • Random Pits and Occupants by Mike Davidson
  • Magic Swords & Treasure Maps by Jason "Philotomy Jurament" Cone
    • Magic Swords
    • The Sword Brotherhood
    • Treasure Maps
    • New Tables and Charts
      • Treasure Maps
      • Variant Magical Weapons & Armor
      • Miscellaneous Weapons Table
      • Swords Table
      • Sword Alignment
      • Sword Potency
      • Sword Languages
      • Sword Powers, Standard
      • Sword Powers, Major
      • Sword Psyche
      • Sword Objective
  • Leprechauns: New Monster and Magic Items for S&W by David ("Sham") Bowman
    • Leprechaun (monster)
    • Leprechaun Shenanigans (magic items)
      • Dunce Cap
      • Evil Shoes
      • Faerie Mead
      • Hidey-Hole
      • Faerie Hourglass
      • Maze Garden
      • Plant Prison
      • Pot o' Gold
      • Seamrogs
      • Shillelagh
  • Why White Box? by Jim Adams
  • Surviving Old-School Dungeons by Sean Ahmed
  • Three Sorcerous Creations by James Carl Boney
    • The Leech
    • The Maliganti
    • Scourge
  • Magic Items
    • Battered Top Hat by Chris D.
    • Dharumin's Oars by Russell Cone
    • The Red Fez of Grimblin by Ed M. Kann
    • Shurzod's Stepping Stones by Russell Cone
  • Review: On the Road of Knives by Matt Finch
  • Masterminds & Minions: The Serpent People by bat
    • Serpent Person Infiltrator
    • The Serpent People Mage-Priest
    • Serpent Kings
    • Related Magic Items
      • Stones of Graslen Gramor
    • Notes from Sword & Sorcery Fiction
  • The Bestiary
    • Air Gusts by Salvatore Macri
    • Aqueous Orbs by Matt Finch
    • Jorogumo by Mike Davison
    • Hieroglyphicroc by Matt Finch
    • Kurok Spirits by Matt Finch
    • Lightning Lizards by Salvatore Macri
    • Vapor Cranes by Russell Cone
  • Classified Ads

Issue #3 (Summer 2009)Cover art "The Anti-Paladin" by Peter Mullen; 64 pages
  • Editor's Note by Matt Finch
  • Outnumbered by Tough: Musings of a Girl Gamer by "Spike"
  • From Kuroth's Quill:  The Theory and Use of Gates in Campaign Dungeons, Part 1: Setting the Stage by Allan T. Grohe Jr.
  • Pulp Heroes and the Colors of Magic by "Akrasia"
  • Chariot Racing by John Vogel
  • Blame it on the Payers: an Editorial by Tim Kask
  • When Ink Hits the Paper by Matt Finch
  • Swords & Wizardry: Silver ENnie Award Winner by Matt Finch
  • About the Authors 
  • Black Armour, Black Heart: the Anti-Paladin by Scot Hoover
  • The Font of Glee: an Adventure by Jason Sholtis
  • The City of Vultures by Gabor Lux
  • Random Wilderness Events by Joshua James Gervais
  • Your Monster in Metal: Contest Details by Matt Solarz
  • Random Ruin Generator by Robert Lionheart
  • Labyrinth Tomb of the Minotaur Lord by R. Lawrence Blake
  • The Planes: Playgrounds of the Rich and Powerful ...or, one DM's House Rules for Planar Travel in a High-Level Campaign Across the Planar Expanse by Jon Hershberger
  • New Tricks and Traps
  • Altar of Clues by Philip West
  • Pivoting Door by Rob Ragas
  • New Magic Items 
    • Lantern of Indiscernable Illumination by Lord Kilgore
    • Truth-Telling Pig by Rob Hewlett ("Bulette")
    • Lancet of Dian Cecht by Peter Fitzpatrick
    • Enoch Kris' Spectacles of Comprehensive Reading by James D. Kramer
    • Plemintine's Plates of Perpetual Crushing (cursed) by James D. Kramer
  • Beginner's Bestiary by Andrew Trent
    • Dart-tongue Turtle
    • Varaant
    • Neb'Enakhet
    • Clockwork Dragonfly
    • Murac
    • Iaeru
  • New Monsters
    • Sword-wraith by Arminath (Jim Bobb)
    • Scorpadillo, Giant by Lord Kilgore
  • Elemental Halfbreeds: the Jin by Nellisir
    • Shaitan
    • Marja
    • Nemfiri
    • Sembana
  • The Tower of Mouths, or, The Doom of Mordraas Kor: an Adventure by Matt Finch
  • Classified Ads 
  • Legal Material

Issue #4 (Spring 2010): Cover art by Peter Fitzpatrick; 64 pages
  • Editor's Note by Matt Finch
  • From Kuroth's Quill:  The Theory and Use of Gates in Campaign Dungeons, Part 2: On the Destruction of Gates; and, New Magic-User Spells by Allan T. Grohe Jr.
    • On the Destruction of Gates
      • Result of Destroying a Gate
    • Detect Gate
    • Identify Gate
    • Dimensional Anchor 
    • Gatetrace
    • Force Gate
    • Dimensional Lock
  • Beneath the Crossroads: An Adventure by Joshua James Gervais
  • Artist Interview!: Christopher Burdett
  • Megadungeon Tactics: Mission-Based Adventuring by Matt Finch
  • Isles on an Emerald Sea 3 by Gabor Lux
    • The Isle of Molonei
    • The Islands Miscellaneous
      • The Isle of Kaikar
      • The Isle of Miralf
      • The Isle of Umman Akthan
      • The Isle of Iskander Khan
      • The Isle of Askor
      • The Isle of Women
      • The Isle of the Dead
  • Random Tavern Generator by Robert Lionheart
  • Artifact Type & Attributes by Scot Hoover
  • Spell Interval System by John Stater
  • Online Roleplaying: a Quick Overview by Marcelo Frossard Paschoalin
  • Rats in the Walls: an Adventure by Jeffrey P. Talanian
  • Stealing the Histories by Michael Curtis
  • Free-Form Rules as a Referee's Toolbox: Simple Methods to Make Your Campaigns Truly Unique by Al Krombach
  • Rolling Along: Wheeled Magic Items by Jim Bobb and Kimberly Nicholson
    • Square Wheel
    • Wheel of Buoyancy
    • Wheel of Fortunes
    • Wheel of Transportation
    • Wheel of Teleportation
    • Wheel of Disguise
    • Spinning Wheel
    • Wheel of the North
    • Pinwheel of Luck
  • Weird Weather and Other Unexplainable Phenomena by Joe Hartleb, John Larrey, and Jason Sholtis
    • Ill Omens
    • Tidings of Good Fortune
    • Vengeance from Beyond
    • Favor of the Gods
    • Miscellaneous Wonders and Perils
  • Review: The Dungeon Alphabet by Allan T. Grohe Jr.
  • Weapon Generator by J. R. Cone
  • New Magic Items by James Bobb
    • Dwarven Plate Armor
    • Elemental Armor
    • Amulet of Recovery
    • Armbands of Healing
    • Boots of Stomping
    • Bracers of Defenselessness
    • Dancing Boots
    • Gauntlets of Gracefulness
    • Gem of Flaws
    • Jewelry of Attacks
  • Classified Ads
  • About the Authors
  • Legal Material

Issue #5 (January 2011):  Cover art by Kevin Vito; 64 pages
  • Editor's Note by Matt Finch
  • Adventuring at Conventions: Editorial by Tim Kask
  • Teach Your Children: Editorial by Bill Webb
  • Out of the Bag: Generating Encounters with Scrabble Tiles by Jim Pacek
  • Dark Gods by Al Krombach
  • Ghola Hoon (The Icy Darkness)
  • Grombe the Shapeless
  • Karkeros the Ape (Tyrant of the Pit)
  • F'hluang F'ghoh (The Gray Toad)
  • Peyleyra the White (The Drowned Maiden)
  • Thraldur (The Eyeless King)
  • WhiteBox Weaponry by Richard Lionheart
  • Daggers Equal Swords? A Look at Weapon Qualities
  • Weapons of the Master Craftsmen
  • Special Attacks: Disarm, Break Weapon, and Knockdown
  • Master Table of Complications
  • Thoughts on Missile Weapons
  • Heroes of Geomorphy! by Matt Finch
  • Where Dwells the Mountain God: an Adventure by Bill Silvey
  • Operation Unfathomable: an Adventure by Jason Sholtis, Illustrated by John Larrey and Jason Sholtis
  • Weird Watery Magic of Vats and Pools by Richard Hart
    • The Apparatus
    • Magical Effects
    • Arcane Spells Related to Pools and Vats
      • Watery Rest
      • Stasis Pool
      • Call Water Spirit
      • Watery Hold
      • Exnueration
      • Regenerate Flesh
      • Create Life
  • Five Portable Rooms by Andrew Trent
    • The Bells
    • The Wax Chamber
    • The Vivisection Room
    • The Taxidermy Room
    • The Alchemist's Garden
  • Magic Items of the High Seas by Kim Nicholson and James E. Bobb 
    • Eyepatch of Loyalty
    • Eyepatch of Command
    • Figurehead of Protection
    • Figurehead of Ramming
    • Figurehead of the Watch
    • Sails of the Zephyr
    • Wheel, Undersea
    • Pegleg of Sure-Footedness
    • Cargo Door of Holding
    • Flag of Displacement
    • Flag of Friendliness
    • Masthead of Regeneration
    • Masthead of Deflection
    • Mutineer's Plank
    • Explorer's Charts
    • Necromancer's Bell
  • 'Don't Touch Anything': Traps in Swords & Wizardry WhiteBox Edition by Scott A. Murray
    • Base Mechanical Traps
    • Advanced Mechanical Traps
      • Pendulum Blades
      • Crushing Walls
      • Water-Filling Chamber
      • Rolling Boulder
    • Base Magical Traps
    • Unique Magical Traps
      • Faerie Fire
      • Quest Haunt
      • Embalming Vice
      • Dimensional Anchor
      • Mark of Truth
    • Awarding Experience for Traps
  • Sorcerous Servitors by Jason Sholtis
    • Cerebromorphs
    • Exonites
    •  Pitch-Dogs
    • Voracites
    • Watchflowers
  • NPCs of Note:  Claude de Sarlat, Monster Eater by Rob Hewlett (aka "ze bulette")
  • The Bestiary:  Toad Dragon by Matt Finch
  • Legal
  • Forthcoming Publications


Issue #6 (September 2011):  Cover by Hugh Vogt and James D. Kramer; 62 pages
  • Editor's Note by Matt Finch
  • From Kuroth's Quill:  The Shadow Master, Part 1 by Allan T. Grohe Jr.
    • Distort Shadow
    • Gloom 15' Radius
    • Obscure Shadow
    • Protection from Light
    • Shades' Sight
    • Shadow Trap
    • Banish Shadow
    • Grasping Shadows
    • Inhabit Shadow
    • Shadow Images
    • Shadow Strike
    • Control Light
    • Protection from Light 1" Radius
    • Shadow Bolt
    • Shadow Form
    • Shadow Shield
    • Shadow Weapon
    • Transmute Flesh to Shadow
  • Random Orc Generator by Robert Lionheart
  • Islands on an Emerald Sea IV by Gabor Lux
    • The Isle of Molonei
      • Alpha
      • Beta
      • Gamma
      • Delta
      • Epsilon
      • The Force-Globe of Dodekabyros
      • Debris of the Sea
  • Random Perks and Flaws by Stefan Poag
  • Fire and Other Eldritch Energies: Quasi-Natural Forces Originating in Fake Pseudo-Medieval Perspectives, and New Ways to Blast Player-Characters with the Aforementioned by Matt Finch
  • The Body in the Street: Fiction by Al Krombach
  • OUCH, My Brain Hurts!: Psionics for Swords & Wizardry by Robert Lionheart
  • Catacombs of Ophir by John M. Stater
  • A Duet of Bards: Bards for Swords & Wizardry Complete
    • Tavener's Bard by Doyle Tavener
    • Tenkar's Bard by Erik "Tenkar" Stiene
  • Locks and Traps as a "Mini-Game" by James Pacek
  • City Source: Byzantium by Matt Finch
  • New Magic Items by Matt Finch
    • Borthio's Tinderbox
    • Lantern of Smells
    • Lantern of Revelation
    • Lute of Annihilation
  • Deadly Distillations and Fantastic Fermentations: Alchemical Ideas by Matt Finch
    • The Elixir of Hairy Malevolence
    • Potion of Harsh Language
    • Potion of Butterflies in the Stomach
    • Essence of Elemental Eructations
    • Syrup of Dreadful Ambiance
    • The Panacea of Positive Thinking
    • Potion of Sublime Motion
    • Potion of Excellent Escape
    • Potion of Homeostasis
    • Potion of Liquefaction
  • New Monster: Rot Pudding by Matt Finch
  • Three Possible Locations of the Cyclopean Dragon's Unplundered Lair by Jason M. Sholtis
  • Legal

Hopefully you'll now be able to find that article nagging at your backbrain a little easier now (I know that I will).  Enjoy!


Allan.

P.S. - Oh, and if you're curious, the Fight On! web site does feature a high-level index for each issue in the left-nav of the home page.