RIP Gary Gygax Part II

Earlier I posted that Gary Gygax one of the founders of Dungeons and Dragons had passed away. Of course the flood of D&D related jokes would follow. Here are some of them.

  1. “Quick! Someone cast Raise Dead!”
  2. “Don’t worry – he’s just playtesting the Astral Plane for the next edition.”
  3. “He’s gone the way of Star Frontiers.”
  4. “Analysts warn of a free-fall in Mountain Dew futures.”
  5. “In the next town, you meet a stranger named Barry Bygax.”

Follow the link for the rest.

Gary Gygax did lose his final saving throw.

Creative Commons License photo credit: Benimoto


Hardest NY OA To Collect – Area 2G Part 3

Hardest NY OA To Collect

Here is the third installment of Ray Gould’s choices for the hardest NY OA to collect from his specialty old Area 2-G and its successor lodges. Ray preface his remarks with the following comments:

Through time, I’ve found the following to be among the very toughest OA in the nation to collect (most of the following have less than 10 known examples ……approx. 1/2 have less than 5 examples…and most are undervalued). They are representative of the lodges I collect.

#357 Adirondack

  • R-01 (3″ round)

Adirondack Lodge #357 R1

  • X-01 and X-02

Adirondack Lodge #357 X1

I’m not sure I’d include the 357 R1 on this list, it may be one of the toughest pieces from the lodge, but it is seen from time to time. John Pannell is showing 4 sales of each on eBay over the last 5 years.



RIP Gary Gygax

Gary Gygax, ‘Father of D&D,’ Dies at 69

Creative Commons License photo credit: Benimoto

Gary Gygax, one of the co-creators of the Dungeons & Dragons role-playing game, died Tuesday morning at his home in Lake Geneva, Wisconsin, according to Stephen Chenault, CEO of Troll Lord Games.

Gygax designed the original D&D game with Dave Arneson in 1974, and went on to create the Dangerous Journeys and Lejendary Adventure RPGs, as well as a number of board games. He also wrote several fantasy novels.

Many an evening spent around a table top with a group of friends on a dungeon crawl. Nights at camp with a lantern over a picnic table or in a cabin late at night after the campfire.

What D&D Character Are You? 

I Am A: Neutral Good Dwarf Cleric/Sorcerer (3rd/3rd Level)

Ability Scores:

Neutral Good A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because because it advances mediocrity by limiting the actions of the truly capable.

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4.5 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven men value their beards highly.

Primary Class:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron’s vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity’s domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric’s Wisdom score should be high, since this determines the maximum spell level that he can cast.

Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)