<<

November 1981 Dragon Dragon Vol. VI, No. 5

Vol. VI, No. 5 November 1981

Publisher...... Jake Jaquet Editor-in-Chief...... Kim Mohan Publishing a magazine requires the ber of our editorial staff. Also, lest it go Editorial staff ...... Bryce Knorr performance of a myriad of tasks be- unnoticed and unrecorded, staff member Marilyn Mays sides editing and typesetting, not the Marilyn Mays recently became a bride Gali Sanchez Sales...... Debbie Chiusano least of which is complying with a go- and is now “officially” Marilyn Favaro. Circulation ...... Corey Koebernick vernment regulation requiring the pub- (In order to keep from confusing her do- Office staff ...... Cherie Knull lishing of a form called “Statement of zens of fans, Marilyn has elected to re- Roger Raupp Ownership, Management and Circula- tain her old name for professional pur- Contributing editors. . . . Roger Moore tion.” In order to keep our second-class poses.) Congratulations to both, and we mailing permit, once a year about this hope Gali’s career and Marilyn’s mar- time we are required to show who owns riage are both long and happy. This issue’s contributing artists: this magazine, who’s in charge, and what D. R. Elliott our circulation is — not that any of these * * * James Holloway Don Penny Thom Gillis Brian Born things are great secrets, and indeed we Harry Quinn Bruce Whitefield are quite proud of the information re- Even though Mr. Deadline is beating Roger Raupp David Trampier produced at the bottom of this column. on my office door and this piece of writ- Larry Elmore Phil Foglio DRAGON™ magazine is now far and ing must be done in a matter of minutes, I away the largest publication in the ad- find myself staring out the window at the DRAGON magazine is published monthly by Dragon Publishing, a division of TSR Hobbies, venture-gaming field. Credit for this must trees of southern Wisconsin as they go Inc. The mailing address of Dragon Publishing go to Editor Kim Mohan, who performs through their annual changing of the is P.O. Box 110, Lake Geneva WI 53147; tele- the Herculean task of insuring that there hues. Soon, the snow will return to Lake phone (414) 248-8044. is a DRAGON magazine each month, Geneva. Thanksgiving is on the way. DRAGON magazine is available at hundreds and to you, the readers, who are buying Then Christmas... of hobby stores and bookstores throughout the United States and Canada, and through a limit- more copies of each issue than ever Christmas? Back to reality, Jake. Soon ed number of overseas outlets. The magazine before. we’ll all be inundated with radio, TV, and can be purchased directly from Dragon Publish- print-media ads urging us to buy this doll ing by subscription. Rates are as follows, with all * * * payments to be made in advance: $24 for 12 or that train set, or whatever. Well, we all issues sent to a U.S. or Canadian address; $50 expect that. But something different is U.S. for 12 issues sent via surface mail or $95 for 12 issues sent via air mail to any other country. In the “better late than later” depart- happening this year. ment, this is the time to “officially” wel- Look in the Sears catalog, and you’ll A limited quantity of certain back issues of DRAGON magazine can be purchased directly come Gali Sanchez as the newest mem- see DUNGEONS & DRAGONS® game from the publisher by sending the cover price sets for sale. Watch the TV, and you’ll see plus $1.50 postage and handling for each issue ordered. Payment in advance by check or mo- Mattel’s new D&D electronic computer ney order must accompany all orders. Payments labyrinth game advertised. Can you be- cannot be made through a credit card, and lieve it? Sears, Mattel, television, and ad- orders cannot be taken nor merchandise “re- served” by telephone. Neither an individual cus- venture role-playing in the same breath! tomer nor an institution can be billed for a sub- This is big time, folks. Those guys scription order or back-issue purchase unless don’t waste time and money on anything prior arrangements are made. less than a mass market that they think The issue of expiration for each subscription is printed on the mailing label for each sub- they can make a buck on. Which means scriber’s copy of the magazine. Changes of ad- that finally, finally, adventure role-play- dress for the delivery of subscriptions must be ing is becoming accepted by the general received at least 30 days prior to the effective date of the change in order to insure uninter- public. rupted delivery. No more “What kind of a weird game is All material published in DRAGON magazine that?” questions. No more “Dungeons becomes the exclusive property of the publisher and what?" responses from store prop- upon publication, unless special arrangements to the contrary are made prior to publication. rietors. I remember a similar phenomen- DRAGON magazine welcomes unsolicited sub- on about 20 years ago (Boy, does that missions of written material and artwork; how- make me feel old), when a group of long- ever, no responsibility for such submissions can be assumed by the publisher in any event. Any haired musicians from England were “a submission which is accompanied by a self- fad” and “weird.” And how, after about addressed, stamped envelope of sufficient size will be returned to the contributor if it cannot be their third gold album, the general public published. started saying, “Maybe there is some- DRAGON’” is a trademark for Dragon Publish- thing to those Beatle characters....” ing’s monthly adventure playing aid. All rights It’s been a long time coming. on the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without prior permission in writing from the publisher. Copyright 1981 by TSR Hobbies, Inc. USPS 318-790. ISSN 0279-6848.

Second class postage paid at Lake Geneva, Wis., and at additional mailing offices.

2 November 1981 Dragon

he highlights of DRAGON #55, to a veteran reader, scientific discoveries about the big lizards. (Or were they liz- may well be the re-appearance of two authors ards?) That feature is accompanied by a couple of striking whose work hasn’t been in these pages for many color plates from “The Dinosaurs,” a new release from Bantam months. Those of you who have joined the ranks of Books, and a review of that same book prepared by professional our readership in the last 11 months will be seeing literary critic Chris Henderson. one of DRAGON’s specialties — a Niall of the Far Travels story Katharine Kerr, a frequent contributor to our “Giants in the by Gardner Fox — for the first time. Gar hasn’t had a story Earth” column, is responsible for this month’s “celebrity charac- published since ’way back in #44 (our fault, not his), and the tale ters” — none other than Robin and all the other men of that resumes the Niall series is, fittingly enough, the story of Sherwood Forest, plus the nasty Sheriff of Nottingham. Niall’s first adventure away from his homeland and how he came The center eight pages of DRAGON #55 contain The Creature to possess his great sword. “The Coming of the Sword” begins of Rhyl, Kevin Knuth’s adventure for the D&D® Basic Set rules with Thom Gillis’ full-page illustration on page 24. which won second place in the Basic division of our Internation- has been “gone” even longer than Gar Fox. It’s al Dungeon Design Contest. You need ingenuity, but not neces- been more than a year since the creator of the AD&D™ game and sarily a lot of playing experience, to overcome the obstacles this former publisher of DRAGON has penned an edition of his adventure presents, which makes it ideally suited for beginning column, “From the Sorceror’s Scroll.” But there’s one inside players and player characters as well. (page 17), and we have the promise of many more words to Also to be found inside are Pat Reinken’s courageous look at come in the immediate future from the master of Dungeon the ways and means to conduct a successful escape, when Masters. running away becomes the best course of action, and Jon Matt- So much for the triumphant returns. Now let’s take it from the son’s multifaceted examination of the “skill” system in Traveller. top: The cover painting you just got done looking at is an Erol Glenn Rahman, designer of the DIVINE RIGHT® game, des- Otus original — and original is certainly the word for that bizarre cribes famous monuments of the land in the latest installment of monster. Erol also provided the idea and the color art for the “Minarian Legends,” and John Prados’ series on game design in devil spider, which leads off this edition of Dragon’s Bestiary. “Simulation Corner” continues with an examination of the con- All in all, this is perhaps the most colorful issue of DRAGON cept of “state of the art.” magazine ever. You’ll find a small-size rendition of the cover of Our review section covers a lot of bases — taking in the whole the ™ Tome on page 6, leading off a short section Universe, not to mention the entire Third Reich, and a diverse about the latest official AD&D volume. Contributing editor Ed collection of other new products in the gaming marketplace. Greenwood and reader Alan Zumwalt offer their views on what’s Returning after a two-month absence (our fault, not Bill’s) is Bill good and bad about the book, and FF editor Don Turnbull takes Fawcett’s “Figuratively Speaking” feature. the better part of a page to respond to their criticisms. And just ahead of our usual hodgepodge of humor at the back The next step along the way is Lawrence Schick’s essay on of the magazine, you’ll find “Da Letter.” If it isn’t the most inter- revising the AD&D dinosaurs— unofficial recommendations on esting communication we’ve ever received at this office, it’s in how to change the creatures’ statistics to conform with new the top two. — KM Contents SPECIAL ATTRACTIONS REGULAR OFFERINGS The Creature of Rhyl — Second place winner, Out on a Limb — Letters from readers...... 4 Basic D&D® Division, IDDC II ...... 37 From the Sorceror’s Scroll — EGG returns ...... 17 The Coming of The Sword — Latest Niall of the Far Travels The Electric Eye — Quiz answers ...... 48 story from Gardner F. Fox ...... 24 Minarian Legends — The monuments of Minaria ...... 56 Dragon’s Bestiary: Devil spider ...... 59 OTHER FEATURES Surchur ...... 60 FIEND FOLIO Findings Dyll ...... 61 Bad taste didn’t go away — Ed Greenwood speaks out . . . 6 Poltergeist ...... 62 A semi-satisfied customer — Alan Zumwalt has his say. . . 8 Simulation Corner — Defining “state of the art” ...... 63 Apologies and arguments — Turnbull tackles both ...... 10 Dragon’s Augury DINOSAURS Universe — New SF role-playing game from SPI ...... 65 New theories for old monsters ...... 12 Third Reich — Old classic revised from AH ...... 66 A book even T. rex would like ...... 13 Game accessories — Odds & ends from all over ...... 68 Robin Hood — AD&D™ portraits of Sherwood’s men ...... 20 Figuratively Speaking — More miniatures ...... 70 The many ways of getting away — Escape tactics ...... 50 Wormy ...... 78 Filling in skills — Variant Traveller system ...... 52 What’s New ...... 79 “Da Letter” — From Larry Elmore to you ...... 74 Dragon Mirth ...... 80 3 Dragon Vol. VI, No. 5

acters list on page 38 will reveal many errors and critical typos. There are errors on the maps as well. In any event, please understand that I enjoy TSR products immensely. However, it pains me to see such shoddy quality control. My criticism is the kind given by a fan who wants to see something great made even better. I also enjoy DRAGON magazine immense- ly. Almost all the articles are very enjoyable and usually quite helpful. Sage Advice, Leo- One monk too many similar abilities. The other games each offer mund’s Tiny Hut, and the article on Kzinti something else of value, but all, I believe, can (#50) immediately come to mind. Dear Editor: be equally enjoyed. My final comments concern the people I’ve I’ve been a reader of DRAGON™ magazine Turning to Advanced Dungeons and Drag- met in my few years of active gaming. Almost for about a year now, and I really enjoy read- ons™ itself, it is my favorite among the FRP as a whole, the gamers I’ve met have been ing everything it has to offer. Issue #53, how- games for the reason I mentioned above: I like friendly, helpful, and basically a lot of fun to ever, had an article that I hope doesn’t be- the idea of cooperating specialists. The rule play with. This includes the hobby store come a trend. books are thorough and generally well thought owners I’ve met as well. Several people I’ve Philip Meyers’ article on monks for me was out. At the same time, the framework they set met through gaming have become good a bit of a letdown. I don’t mind that he thought up is very flexible and allows for plenty of friends of mine. This is one area where I don’t that the monk class was about the weakest creativity on the part of players and Dungeon have any complaints (oddly enough, I do there is (I disagree), but I did not like the Masters. But, as always, there are problems. about everything else), and I owe AD&D and article as a whole. I would have rather seen an The books, while thorough, are at the same TSR Hobbies, Inc., a debt that I can never fully article about the fine art of playing a monk time carriers of confusion and glaring self- repay. character in addition to, or instead of, Mr. contradiction. Some examples: In the final analysis, then, I’m very happy Meyers’ article. First, regarding magic armor, page 28 of the with this hobby and with the company I have I think the subject of monks could have Dungeon Masters Guide states that magic chosen to patronize. I only hope that all gam- been better handled by following in the foot- armor allows movement at the next higher ers will remember that our hobby is first and steps of the kind of articles on paladins in base rate and that weight is cut by 50%. On foremost meant to be fun, and that all the DRAGON #51 or the articles on clerics found page 164, we read that, for game purposes, games around are supposed to be enjoyed for in issue #52. I enjoyed those articles much “all magical armor should be considered as themselves, not to be promoted like political more because they told you the best way to being virtually weightless — equal to normal candidates. play, not to change, the particular class of clothing. This gives characters a base move- Anthony Ragan character to add to the enjoyment of playing ment equal to an unarmored man.” Los Angeles, Calif. that kind of character. Another area of confusion lies in the com- Of course, I think it would be somewhat bat rules. The DMG on page 65, rule 2, states better if there were two such articles in a given that attacks against spell-casters occur on the issue of DRAGON. One article to explain the segment of the round indicated by the ap- The other side proper way to play a character class, in broad propriate initiative die. But nowhere in all the outline, and another article to suggest chang- AD&D volumes is there any mention of what Dear Dragon: es or revamping of a given class. I did find the the correct die is!!! Very frustrating for the We have recently finished reading issue #50 question-and-answer articles concerning char- DM. of DRAGON and thought it superb, aside acter classes useful, but on the whole I feel Another problem is organization. Informa- from the first letter in the Out on a Limb co- the outline articles were much better and tion which should all be in one place is scat- lumn written by Steve Meyer. Steve’s first ex- more useful for helping a player to get out of tered throughout the four volumes. If any postulation was the fact that not all of the the dark on how to best play his or her player wishes to know all about the abilities articles in a certain issue were useful. Perhaps character. and rules concerning his character race, he somebody else found them useful . . . we did. I hope that future issues of DRAGON mag- must dig through both the Players Handbook Mr. Meyer’s next assault was on the Temple azine will continue to publish the excellent and the . This wouldn’t be such of Poseidon (issue #46). He states that “It articles that have hooked me as a reader. a galling problem if the index were accurate probably won’t be used in a campaign.” I, Malcolm B. Maynard and complete, but it isn’t. however, enjoyed it greatly and can wait pa- Delta, B.C., Canada There are many other examples of organi- tiently until characters advance to the levels zational and clarity problems with the rule best suited for it. books, but there is no need to go into them Mr. Meyer seems quite upset that DRAGON now. what is truly needed is a major re-writing does not publish wilderness and town adven- 'Some good and...’ of all the volumes (with a complete index!!!) in tures for his own personal benefit. Steve, if order to eliminate all ambiguities, mistakes, you would like such adventures, why don’t Dear Editor: and contradictions. All information pertain- you create one or tell a local DM to create I’ve been subscribing to DRAGON maga- ing to a particular subject should be written in one? It shouldn’t prove too difficult for a good zine for more than a year now, and in that time a single place, whether or not it appears else- DM to produce a wilderness or town adven- several items relating to the gaming hobby where. (After all, the information may be ap- ture that has a purpose and is still worthwhile have accumulated about which I’d like to plicable to several different cases. for the players. comment. Like everything, there is some good The subject of the rule books leads to that It appears that Mr. Meyer (as well as many and some bad. of the various AD&D modules. Generally, I other writers to Out on a Limb) should be First of all, in relation to the RPG hobby in think that they are great. I often include them reminded of those little words printed above general, I am sick and tired of all the bickering in my campaign, whether as a whole or canni- “Dragon” on every cover of the magazine about which game is best. Frankly, I couldn’t balized for ideas. The series modules are all which read “Monthly adventure role-playing care a kobold’s worth that Runequest is su- excellent and exciting. I buy them as soon as aid.” Such publications as DMG, PH, and, of perior to AD&D™, Tunnels & Trolls, or any of they are issued. It’s like being hooked on a course, DRAGON only make up a skeleton in the other FRP games; nor do I see much sense soap-opera. However, there are again prob- the immensity of role-playing games. It is en- in arguments for the opposite case. The fact is lems with quality control. I have in mind spe- tirely up to the DM to knit together the flesh that each game has certain advantages and cifically the “A” series, which deals with an and muscle of the system. disadvantages and that each appeals to a assault against slavers. In A2, for example, on We have purchased every issue of DRAG- slightly different audience. AD&D™ appeals, I page 14, most of a sentence has been left out. ON that we could get our hands on, well believe, more to those who enjoy symbiotic While it is easy to interpolate what was meant, aware of the fact that not everything was writ- relations between specialized classes rather such an error should not have occurred. A ten with our personal tastes in mind. This than a game wherein all characters have very close examination of the Tournament Char- would be impossible as well as absurd. 4 November 1981 Dragon

We have yet to use TOP SECRET informa- How can Adalard know that the poison will ‘Enough!’ tion but continue to bear with it as someone have no further effects upon him? For that else does find it useful; therefore, such arti- matter, if the poison were of a stronger varie- Dear Editor: cles continue to appear. ty, how can Adalard be assured of surviving Enough is enough! Just recently, I have en- In closing, we would like to thank DRAG- the night, even if he feels fine right now? countered player characters which could prob- ON, TSR, and all responsible for creating the The point here is that many times (not al- ably beat Odin two out of three falls and still intensity of AD&D. We remain hopeful that ways) a player character is required to save in have the energy to knock off a Chicken De- AD&D will continue to live throughout these a situation where he/she should not imme- light truck. Mr. Luna’s letter in issue #52 of people and, of course, all DMs and players. diately know whether or not the save was suc- DRAGON was the final straw. Keep up the good work. cessful. The purpose of a saving-throw con- A lot of people seem to have a warped view Jarome G. Wilson version table is to keep players off balance of how to create a character. Some think you J. Cory Dyer with regard to what constitutes “good” and start off at 20th level with all the magic you Chino, Calif. “bad” saving rolls. It is constructed of four can carry. Others have the strange notion that columns of 20 entries each, with the numbers you get experience from taking damage. (A 1-20 randomly listed in each column. Each character in my world was nearly cut in half by column is assigned a heading number (1-4). a weapon hit and demanded he get expe- Saving throws To use the table, the DM rolls d4 to deter- rience for it: Why didn’t he just beat his head mine which heading to use for a particular against a wall until he achieved godhood?) Dear Editor: save. The player then rolls a die for his saving Contrary to Mr. Luna’s opinion, it doesn’t take I have been an avid D&D® player for almost throw and gets, say, a “7.” The DM consults any imagination to create a high-level, near- two years now. I have always been interested the 7th entry from the top in the appropriate invincible character, any more than in devising new ways of making the game column to find the number to be applied for it makes a campaign more interesting. even more exciting for both the DM and the that save in place of the “7.” Bonuses and/or Also, some people fail to realize the limits players, and to this end I wish to contribute a penalties are applied only after the conver- for character stats. I’ve seen a multitude of saving-throw conversion table. sion on the table has been made. characters with statistics as high as 25 and no I offer this scenario: Garth and Adalard, a The table should be explained to players lower than 20. When was the last time those ranger and thief, have been tracking an as- before beginning an adventure or campaign numbers ever came up on three 6-sided dice? sassin (who murdered the third member of with it, since it is for their benefit; namely, to If all this sounds like I am against high char- their party) for several days. They ride into increase and hold their anticipation when acters, you’re right. But I have no objection to town and wearily enter the first tavern, where making a save, as well as keeping them in a moderately high-level character, achieved they immediately the killer on the other suspense in cases when the success or failure after years of play and hardship. My point is to side of the room. After a short chase through of a save would not be immediately apparent. use common sense, and know when to retire a corridors and alleys, the assassin whirls, I plan to incorporate the table into my next character and start anew. High-level, super- throws, and hits Adalard with a dagger tipped campaign because I believe it allows charac- powerful characters ruin a game, and I hope with, say, a Type A or B poison. The DM calls ters the right to determine their own fate with- the staff of DRAGON continues to “preach” for a saving throw—whereupon Adalard rolls out the ability to know that fate too soon. against them. a 19, removes the dagger, and doesn’t give Wayne A. Langguth Greg Fox another thought to the wound... Findlay, Ohio Scotia, New York

SPACE OPERA THE COMPLETE S.F. ROLE PLAYING SYSTEM

Character generation which includes the influence of conditions StarShip construction & maintenance rules * equip- on the character’s planet of origin * many racial types available ment and systems breakdown rules * StarShip move- as Player-Characters and NPCs * over 175 skill areas * advance- ment with advanced technology * faster than light ment of character skills by a logical system which allows for travel * non-vectoring sub-light travel * StarShip sys- development of chosen skills * characters built with initial skills tem generation * economics &taxes &ground com- chosen to fit a given profession * 6 basic character classes in bat * wounds * medicine * morale * banks & loans * each of 12 starting areas of service or profession * a detailed StarPorts * NPC races * Bug-Eyed Monsters * NPC psionic system with over 90 talents * realistic system for learning expertise * animals & creatures * rental of vehicles * skills and psionic abilities * a complete and rounded character living costs * everything needed to create a complete with skills chosen in a non-random fashion to meet his or her and ‘realistic’ universe with workable and complete needs systems *

Space Opera consists of two 90+ page books, handy reference sheets, character, ship, and planetary re- cord forms in a box. It is available from better game and hobby shops or direct from: Fantasy Games Unlimited Inc., P.O. Box 182, Roslyn, N.Y. 11576 U.S.A. $18.00 postpaid.

Also Available: GROUND & AIR EQUIPMENT heavy military equipment for use with Space Opera. Including military aircraft, StarFighters, military veh- icles, heavy weapons, and nuclear weapons. $5.00 postpaid.

Coming This Month: MARTIGAN BELT Adventure scenario for use with Space Opera.

5 Dragon Vol. VI, No. 5

Flat taste didn't go away

by Ed Greenwood tone, and too many breaches of consis- game in the first place, and an official tency. I do not know why the book has AD&D book such as the FF Tome should Its cover was beautiful; I bought it these failings—and I hasten to add that I contribute to that sought-after consis- eagerly, and retired from the din of the do not know of Don Turnbull or British tency. In many places throughout the ® XIV dealer area to a dimly lit gaming beyond what one learns from a work, one is reminded more of the free- booth, to devour a pizza and my brand- few contacts and magazines such as wheeling, decide-it-yourself D&D rules new FIEND FOLIO™ Tome. White Dwarf (which I’ve followed eagerly than the more specific and detailed des- Four hours later, I set the book aside, since its first issue) and Trollcrusher. criptions of the AD&D game. hoping my views would change upon I suspect that most of the book’s flaws There are many incomplete or inade- later reflection. Perhaps it had been the have come from viewing the AD&D game quate monster entries. Monsters such as pizza. as one in which monsters are sudden the Al-mi’raj and the Hook Horror have Come later reflection, and much dis- new challenges to a party rather than strange appearances and little else; there cussion with friends and other gamers at creatures who live out an existence be- is no depth to their listings. Certainly not the convention: no change. The FIEND fore — and sometimes after — a party enough information is given to ensure FOLIO was a disappointment. Not a encounters them. But perhaps it would that one DM will present them in a crushing disappointment — a new col- be better not to speculate. Here, then, is manner similar to another DM’s hand- lection of official AD&D monsters is not what I find wrong with the book. ling. Similarly, one needs to know more exactly a cause for sorrow — but irritat- First and foremost, contradictions of, of the real nature of the Dune Stalker, the ing nonetheless. Perhaps it should have or inattention to, existing (official) AD&D Dire Corby, the Eye of Fear and Flame, been a D&D® book, not one for the rules. Careful editing should have pre- and the race of Dark Creepers. AD&D™ game. vented these mistakes — such as the Why are the languages of the Dark The beauty of the AD&D rule system is mention of raise dead fully in the de- Creeper and the Babbler incomprehens- its careful attention to detail, “serious” scription of the Pernicon, and “anti- ible? Many weird creatures in the Mons- (i.e., treating monsters as creatures in a paladin” in the listing for Githyanki. ter Manual have languages usable by fantasy world, not as constructs in a fan- Minor quibbles? Not if the careful “in- other creatures through study and mag- tasy game) tone, and consistency. ternational tournament standard” con- ic (i.e., a Tongues spell); DMs should be The FIEND FOLIO Tome mars this sistency of the AD&D game is to be told why these two are special. beauty. In its pages this DM finds too maintained. Gary Gygax speaks of this And phrases like “mysteries so far un- much lack of detail, too many shifts in as one of the reasons for creating the explained” (in the Berbalang listing) are

6 November 1981 Dragon not good enough — in an official rule- part of every new undead write-up. An many races are incomplete — is the book, complete listings should be re- undead lacking an origin has the air of a Frost Man human (as in “Men, Berserker” quired. The origin of the Achaierai, for one-shot “DM’s special” variant con- et al from the Monster Manual)? Is the instance, would seem to be Acheron cocted for an interesting party encoun- Qullan race ? What are their (“infernal regions”) but the exact home ter (“Well, this mummy is green, and it interests and aims? Why do the Lava plane would be nice for DMs to know. drains levels . . . .heh-heh, surprise, sur- Children — “offspring of a union be- The Guardian Familiar’s plane of origin prise!"). The “statement of origin” is the tween spirits of earth and fire” — appear is likewise a mystery. The identity of the anchor that lends an air of legitimacy to human, specifically resembling the fam- Vision’s “own plane” is unclear, as are its other new undead entries in the FF Tome ous visage of Alfred E. Neuman of MAD powers when on that unknown plane. such as the Coffer Corpse, the Appari- magazine fame? Explanations should be given for the tion, and the Son of Kyuss. Too many races must be fighting for humanoid appearance of plant life such In all, the FIEND FOLIO Tome adds elbow room in the caverns and deep pla- as the Cifal and the Needleman, or the several good low-level undead to AD&D ces beneath the earth; in addition to the believability of such creatures suffers. play (although I had hoped to see the Jermlaine, , Kuo-Toa and Svirfneb- Other monsters seem to have no eco- very playable Blink Skeleton also make lin (from TSR™ modules), found herein logical niche, being merely “gamey” par- the leap from White Dwarfs Fiend Facto- are the (deep breath) Gibberling, Grim- ty opponents — such as the Adherer ry to the Folio). All of these should see lock, Hook Horror, Kenku, Killmoulis, (originally the Gluey of White Dwarf #7) yeoman service in AD&D campaigns; the Meazel, Meenlock, Mite, Snyad, and and the Enveloper. In the pages of White three skeleton variants mentioned above Xvart. All of these creatures have prom- Dwarf, no rationalizations are required need more depth if this expected heavy ise, but the Hook Horror and the Grim- for the appearance of such things as the use is not to put too many DMs in the lock again seem incomplete. Russian Doll Monster, the Dadhi, and the position of having to invent justifications The Xvart, a rewritten Svart from the Nilbog. When (as in the case of the Nil- for the creatures’ existence. Fiend Factory in White Dwarf #9, is re- bog) these creatures are adapted and/or The second large problem found in the dundant; the Factory original was a poor rewritten for inclusion in official AD&D Folio has to do with races: too many of variant of Alan Garner’s presentation (in rules, the results are sometimes clumsy them, that is. Some new races such as the novel Weirdstone of Brisingamen) of or worse. the Firenewt, Flind, Forlarren, Norker, the svart-alfar and lios-alfar of Scandin- Some of the monster’s names grate on Quaggoth and Skulk may assume a com- avian mythology. The svart-alfar are al- the mind’s ear; one cannot envision sweat- fortable place in the AD&D bestiary rolls. ready in the AD&D rules; they were the ing adventurers fleeing a cavern with Others, such as the Crabman, Booka, model for Gygax’s Drow. The Xvart, a one saying, “Warily, now! That Protein and Bullywug, leave one desirous of 3-foot-tall beastie with no strikingly uni- Polymorph almost slew us, friends!” Try more information as to their social life que or colorful characteristics, is a prime inserting “Caryatid Column” or “Symbi- and activities, but are adequate. example of needless overpopulation. otic Jelly” into that sentence, and the And then the problem is upon us. Too (Continued on 2nd page following) result is the same. One would expect ad- venturers, and not 20th-century North American scientists, to have named such beasts. (I suspect this is the root of my disaffection with the “Adherer.“) There are two other major problems with the book. First, a host of new un- dead (specifically described as such) or undead-like creatures see print. Many contributors to the expansion of the AD&D rules have felt that there is no more room for additions to the undead class save under the “Special” heading; there is little one can add that is not a simple variation on, or overlapping of the powers of, existing undead. The Penanggalan, the Revenant, the Skeleton Warrior, and the Death Knight — although possessing some abilities of existing AD&D undead — are well-de- veloped and therefore distinct. But other of the book’s contributions appear to be no more than skeletons with special powers tacked on, such as the Huecuva, the Crypt Thing, and the Eye of Fear and Flame. (The latter creature probably isn’t undead, but the entry doesn’t say enough to determine this with certainty.) One must know more of the origin of all of these creatures and their powers. The Sheet Phantom, in particular, needs more information to link it with already-exist- ing undead. Is it a or an undead lurker above? The listing hints at both, and in the end gives no reason for the formation of this monster. The origin of the creature needs be a

7 Dragon Vol. VI, No. 5 FIEND Observations of a FOLIO Findings semi-satisfied customer

by Alan Zumwalt looked at the pictures — and boy, what dragons had been constructed more sim- pictures! Drawings of all sorts of new ilarly to the Monster Manual dragons. I was about to enter my friendly neigh- weird monsters — from tall, stilted birds The most important problem of all is borhood hobby shop on my weekly visit that are mostly head, to lady vampires the lack of a leader for the Oriental drag- to see if any new AD&D modules or ac- with no body. More illustrations than the ons, corresponding to Tiamat and Ba- cessories were in, when out of the corner Monster Manual. “So far, so good,” I hamat. A rulership structure of some of my eye I saw something in the store thought. “All outward appearances look kind for each type of intelligent monster window. I did a double-take, then my fine.” But are the words as good as the helps lend credibility to the existence of eyes bulged out, and alarms went off in pictures? I looked further, and found that type of creature. my head. At last it was here—the FIEND most of the monster descriptions to be I discovered that many of my favorite FOLIO had arrived!!! I had been waiting interesting and original, but... monsters from past issues of DRAGON for it for a year, since I saw it mentioned But a few of them are just Monster magazine and AD&D modules were not in the DEITIES & DEMIGODS™ Cy- Manual creatures that are changed or included. The only module monsters in- clopedia. I grabbed a copy off the shelf crossbred with other monsters. The Vo- cluded in the Fiend Folio were from G3 and sprinted to the counter. dyanoi is a prime example. The Vodya- and the D series. I realized the monsters After I left the store, I sat down on the noi is an aquatic umber that, instead from the more recent modules and issues curb and started looking. It was a good- of the ability to confuse, has the ability to of DRAGON could not be included in the looking cover: a blue background with a summon electric eels. This monster is a FIEND FOLIO, but the S series monsters hideous brown and yellow humanoid in cheap ripoff of the original AD&D mons- and some of the earlier Dragon’s Bes- the foreground (which I later found out ter, and shouldn’t have been allowed in tiary monsters could have been included. was a githyanki). I would have liked to the book. Others I don’t like for similar One of my favorite monsters in the see more monsters on the cover (like the reasons are the Kamadan, the Lamia book is the Slaadi. At last, creatures that Monster Manual has), but the cover is Noble, the King (I would accept live on the chaotic neutral planes! The not the most important part; the inside is. this monster as a leader of lizard men, race has leaders (unlike the Oriental I quickly flipped through the pages and but not as a separate race), the Ogrillon, dragons) and understandable names (ex- and all the new trolls. This book was go- cept for the leaders). Reading about the ing to have new monsters, I thought, not different types of Slaadi brought a ques- mutations of the old. tion to mind: Why no monsters for the One pleasing thing to see, at last, was lawful neutral planes or the lawful, neu- the establishment of some official neu- tral, or chaotic good planes? I would tral dragons. The Oriental dragons in the have liked to have all the planes around book are fairly interesting dragons (al- the astral plane “filled in” by having resi- though I was sort of disappointed that dent creatures among the listings in the some of them didn’t have a breath wea- second book of official AD&D monsters. pon), but I did find three problems in I also liked the Elemental Princes of their presentation that makes these — but where are the Elemental Prin- dragon descriptions inferior to the ones ces of Good? Surely there must be some, in the Monster Manual. or else the Elemental Princes of Evil First, the names of the dragons are would just be called Elemental Princes. given in the wrong order. If you look in In my first look at the end of the book, I the Monster Manual under the entry in- was pleased to see a new random mons- dexed as “Dragon: White” you would see ter encounter table containing all the at the top of the description, “White monsters from both books. But there Dragon (Draco Rigidus Frigidus).” The isn’t an ocean encounter table, although Latin name of the dragon is put in paren- there were plenty of new sea monsters in theses after the English name. But in the the FIEND FOLIO Tome. This was prob- FIEND FOLIO under “Dragon, Oriental” ably an oversight, and I hope such a ta- a subtitle will read, “Li Lung (Earth ble will soon be offered. Tables for sea- Dragon),” with the Chinese name first shore encounters and underground-lake and the English name in parentheses. encounters would also be good. Now, who is going to call this dragon “Li This commentary has been predomi- Lung” when “Earth Dragon” is much eas- nantly negative; maybe that’s because ier to remember? The names should it’s easier to put negative comments into have been given in reverse form (Orien- specific words than it is to do the same tal name last) for the sake of conven- with positive comments. As a whole, it is ience, if nothing more. a good book, with a lot of interesting Second, these dragons are distinctly creatures that are destined to become and undeniably Oriental in nature, and I someone’s favorite monster. don’t think Oriental monsters fit very How to sum it up? I would say the well into the European medieval-era en- FIEND FOLIO Tome is like a basket of vironment that most AD&D campaigns peaches: Most of it is pretty good stuff, use. I wish the game’s official neutral but part of it is the pits. 8 November 1981 Dragon

(Continued from page 7) and “Cattle, Wild”) need nothing more. If new dragons, why oriental dragons Including the other new races of small The FF Tome has a few entries which can and not also the carefully composed beings, the list (just of those who dwell in be taken care of with brief descriptions; neutral dragons published in DRAGON™ subterranean or related surroundings) is the Rothe is one. But most of the book’s #37? now comprised of goblins, kobolds, creatures require longer, more carefully Why is a poltergeist lawful evil, when dwarves, , gnomes, svirfneblin, worded entries. its behavior, both as described in the FF meazels, mites, snyad, jermlaine, and kill The only entries in the Monster Manu- and as allegedly exhibited in the real moulis. The race of xvart need not have al I have often heard criticized for in- world, suggests a chaotic evil, or at least been added to the list. completeness or lack of clarity are the chaotic, alignment? Obviously, a DM need not use all of the beholder — Does the central eye pro- Why are distinctly separate listings above races in a campaign, but all now duce the anti-magic ray? It would seem necessary for creatures which are essen- are now considered to officially exist in so, but there is room for argument — the tially sub-races or variants of, or addi- the AD&D multiverse. To their ranks the rakshasa, the lich, and the vampire. (Spe- tions to, existing Monster Manual en- Folio adds yet another creature type not culation concerning the rakshasa usual- tries? Examples of these are the Lamia listed above: the mysterious Dark Creep- ly centers on its place in the ranks of the Noble, the Lizard King, and the Babbler. er, about which too little is revealed to be demons vis-a-vis the demon princes and These could be sub-classified in the certain of its nature. It is of dwarf height their orders, conjurations and the like.) same manner as the Drow, the new Giant and wears clothing over its lower face in Many DMs have filled in the details of sub-races, and the new Demon and Devil such a fashion as to cause one GEN these complicated monsters as they saw are, so that the MM and FF are closely CON attendee to disgustedly label it a fit, or perhaps have followed the gui- linked. “bedouin dwarf,” and another to add, dance of magazine writers. Similar sal- The Aleax entry is uneasily vague; it is “No, it’s a dwarf ninja.” vage work is needed for many entries in of necessity not firmly tied to any deities, Those descriptions are personal reac- the new book — more than there should but I feel it should contain more direc- tions, yes, but they are rooted in a real need to be, given the advancement of the tives for the DM as to what sorts of dei- problem; either or both of them could be state of published AD&D rules between ties would and would not employ such a correct, given the vagueness of the FF the release of the Monster Manual and creature. description. Likewise, too many of the the FIEND FOLIO Tome. The Hell Hound from the Monster book’s other entries offer too little infor- Other criticisms of the Folio fall into Manual is a familiar DM’s friend, but ad- mation to play a creature without run- the category of personal disagreements ding the Death Dog and the Devil Dog to ning into questions. over style. Every DM has these disagree- the canine community is perhaps too The Monster Manual has many trun- ments with many parts of the AD&D much of a good thing. cated entries, but most of these cause no rules, but I have more with the FIEND When some names such as as “- problems, since the creatures (for ex- FOLIO Tome than with any other of the ing Devilkin” threaten to outstrip the ample, the dinosaurs, “Herd Animal,” official volumes. Here are a few: monsters they describe, why must there

9 Dragon Vol. VI, No. 5

also be such unimaginative names as zodaemon is one such example; so is the to see the Volt and the Necrophidius “Gorilla Bear” or odd-sounding names related Nycadaemon. Some illustrations made official; new arrivals such as the such as “Ogrillon” (for an /ogre cross- are not as visually striking or as com- , the Elemental Prices of Evil and breed)? But enough of style grievances; plete as those published earlier in the the Penanggalan are also worthy addi- others will find reason for praise in the Fiend Factory (such as the Sheet Phan- tions to any campaign. Monsters from same things I complain about. tom, Tween, and ) and the mo- the modules such as the Drow and Kuo- The graphics and overall layout of the dules (the Kuo-Toa, Jermlaine, and Kel- Toa are expected attractions, but good FIEND FOLIO Tome are both beautiful pie). Why the change, if it was not mark- to see nonetheless. and clear, making for ease of finding and edly for the better? Other illustrations The FIEND FOLIO Tome has much reading desired information. Some illus- are noticeably crude, particularly those promise; a revised edition which dis- trations are particularly effective — the of the Mephits and the Enveloper (which poses of most of the omissions and prob- Revenant scene on page 76 comes im- at first sight earned the nickname “Pills- lems mentioned above would win my mediately to mind. bury Doughboy” among gamers at GEN warm welcome. Many thousands of peo- But many illustrations are irritating, in CON XIV). But all in all, the artwork and ple consider the AD&D game to be the that they do not closely resemble depic- design of the book are excellent. best thing going; a revised and polished tions of the monsters already published Also on the positive side, there are edition of the FF Tome would help rein- in the official AD&D modules. The Mez- some very good monsters here. It is nice force that opinion. Apologies — and arguments

by Don Turnbull “feels” right within certain obvious boundaries. If my instinct Managing Director of TSR UK, Ltd. differs from others, perhaps it’s because we’re only human. and Mind you, I don’t accept what Ed says about certain lan- Editor of the FIEND FOLIO™ Tome guages being incomprehensible. If one admits to the existence of the Tongues spell, then surely it requires no further stretching I will be more careful in future when passing Kim Mohan’s of one’s imagination to postulate a language which somehow door on my visits to Lake Geneva. He pounces! On this occa- has defied analysis. In like view, it would be a dull world (real or sion, politely but firmly, he asked me to reply to the comments fantasy) if everything was explained and comprehensible. by Alan and Ed on the FIEND FOLIO™ Tome and not to leave the A personal point of view, certainly, but one which I believe is country until the job was done. shared by many. Once every problem is solved, every question An Aleax, cunningly disguised as Kim Mohan, has struck; I has an answer, and every mystery has been explained, the imag- have somehow transgressed the unwritten law; retribution and ination can turn up its toes and call an end to the matter, its work penance are sought. (Who, me? Behaviour outside alignment??) accomplished. A sad and boring death. Very well — I’ll try. Names. Try inserting into Ed’s quotation the Baluchitherium, Perspectives change, don’t they? There never was a time Titanothere, or (this is a real beauty) the Ixitachitl. Or even the when I regarded the Tome as perfect; anyone thus making duck-billed platypus and many others from our real world. No, I himself a hostage to fortune deserves what he gets. But my view did not name monsters with particular regard for the smooth of “my” work has changed perceptibly over the years, and the flowing of the vocal chords. I imagine the word “man” might not years themselves are responsible for that change. flow too well off a Martian’s tongue (or whatever organ is The fact is that, for various contractual reasons with which I appropriate). won’t bore you, the book was in a sort of legal limbo — un- The Eye of Fear and Flame is not undead. If it were, it would be touched and untouchable — for nearly two years after comple- on the undead table (page 115). Nor is the Crypt Thing an tion A very great deal happened in the AD&D™ world during that undead monster. In neither case does the text leave any doubt time, didn’t it? For instance, the DEITIES & DEMIGODS™ Cy- — and even if it did, the undead table would resolve the matter. clopedia was born, raised to maturity, and published. For in- No, the Frost Men are not human. The text makes it quite clear stance, DRAGON™ magazine advanced from issue 29 to the late by saying they are "... in most respects very like normal hu- 40s. (Editor’s note: DRAGON #52 was on sale when the FIEND mans....” and then going on to say in what respects they differ. FOLlO tome was released at the GEN CON® XIV Convention.) The Qullan isn’t human, either — it says in the text that they are For instance, a host of new modules made their debut. . Ed, you are either not reading thoroughly or just These are the reasons why monsters from more recent mo- trying to put words into my pen in order to criticize them. Tut dules were not included and why monsters from DRAGON™ — this is not worthy of you. magazine did not appear. It is also, at least in part, the reason for If Ed reads White Dwarf as carefully as seems to be the case, my Raise Dead Fully gaffe; for this I accept full responsibility he knows the Xvart is far from redundant to some, since the and, red-faced, back off to the position of “I’m sure you know monster features quite prominently in a “mini-module” in the what I mean.” (But not for “anti-paladin” — the full reference magazine’s pages, and furthermore, a mini-module which I am includes words which clearly deny any implications of official assured is very popular. Are the dinosaurs (5 pages) in the status.) Monster Manual redundant? I doubt if one answer suits all. I suspect this information alone answers a number of ques- As for the Elemental Princes of Good (or of Neutrality, or of tions in readers’ minds. There has been some temporal distor- any of the nine ways), the leaders of the oriental dragons (if they tion — enough to raise at least a flicker of curiosity but not have any; they could simply be real democrats), the inhabitants enough (I sincerely hope) to detract. of the other planes Alan would like to populate and literally Ed criticizes some entries on the grounds of incompleteness hundreds of other new and not-so-new monsters which would and inadequacy. This begs the questions — what is “complete”? have been included... well, perhaps next time. What is “adequate”? I suspect these are, in the final analysis, There are three types of complaints. In one category I retire matters of personal taste. For every person criticizing absence red-faced; in another I fear the critic is mistaken. But in the third of information on these grounds, someone else will say that —and largest —category I think we have conflicts or less major certain information actually presented is superfluous, and ac- differences in personal opinion (and for this reason I haven’t cusing me of padding. I have no god-like wisdom on this score commented on every example cited). If my personal opinions (nor, I suspect, has anyone else) — only instinct about what don’t align with yours, I’m sorry. What more can I say?

10

Dragon Vol. VI, No. 5

A herd of brontosaurus stomps across the plains of Utah in search of food DINOSAURS NEW THEORIES FOR OLD MONSTERS

(Editor’s note: This article is a discus- cally on instinct alone. However, recent or high-level parties. An adult allosaurus sion of dinosaurs as depicted for use in analyses indicate that their brain sizes can wipe out a low-level party without the AD&D™ game, with regard to recent are proportionately correct for reptiles even working up a sweat. additions to the body of scientific know- of their size. This still makes them a lot This doesn’t mean that low-level char- ledge about the creatures. It is not an more stupid than mammals, but not quite acters should never encounter dinosaurs; official alteration to the dinosaur listings the unthinking, senseless brutes they but DMs should use good judgement in the AD&D Monster Manual.) were originally thought to be. Regard when picking an adversary. Most dino- their intelligence as at the level of alliga- saur families have creatures of every size by Lawrence Schick tors or snakes. from 3 feet tall on up. The individual spe- There are hundreds of known distinct cies detailed here are generally among The sages of paleontology have dis- species of dinosaurs. Obviously, these the largest of their types. Similar crea- covered a great deal of information about are more than can be covered in a maga- tures in smaller versions are not un- dinosaurs and their habits in the last 15 zine article. Fortunately, however, most common. The DM can use these un- years. The new knowledge is not reflect- dinosaurs belong to a family of similar named cousins if their larger relatives ed in the AD&D Monster Manual. Many creatures, and statistics for one member would be too tough. For example, if an of these new ideas can have a bearing on of the family can usually be applied to encounter table indicates a party of char- the play of dinosaurs in the game. other members with little alteration. This acters averaging 4th level meets an allo- For example, debate is currently un- is why the dinosaurs covered in this arti- saurus, the DM can decide the party in- derway among scientists over whether cle have been grouped into families rath- stead encounters a much smaller meg- dinosaurs are ectothermic (cold-blood- er than listed alphabetically. In each sec- alosaur, perhaps with only 1/3 the hit ed) like reptiles, endothermic (warm- tion, general traits are covered first, fol- dice and 1/3 the damage potential of an blooded) like mammals, some of each, lowed by statistics for the best-known or allosaurus. (This might be a small cera- or something in between. Regardless of most interesting group members. tosaurus.) Optionally, the DM could just how this question is eventually resolved, make it an immature allosaurus, similar- it seems certain that dinosaurs are not Use of dinosaurs in AD&D games ly scaled-down. After all, big dinosaurs the slow-moving, slow-reacting slug- Dinosaurs will generally be found in aren’t born colossal — they have to start gards they were once commonly thought areas completely separated from the out “merely” large. to be. The best compromise at present is ecologies of the human-inhabited world. to play them as energetic creatures that This is just as well, for a full-grown spec- Common statistics don’t quite have the stamina of mammals. imen of the larger dinosaur species Certain standard AD&D monster sta- The comparatively small size of dino- makes a formidable adversary, one that tistics are the same for all dinosaurs. saur brains has long led the sages to few humans can cope with. The big di- These are given here to avoid repetition assume that dinosaurs must be extraor- nosaurs, particularly the meat-eaters, in the listings that follow. dinarily stupid creatures, living practi- are suitable opponents only for middle- (Continued on 2nd page following) 12 November 1981 Dragon A BOOK EVEN T. REX WOULD LIKE THE DINOSAURS saur book distinctive and very desirable tion is (as far as this reviewer knows) Bantam Books 01335-1 $12.95 is the fantastic art of William Stout. correct and up to the minute. Many of the Given 70 full-color pages to play with theories put forth have only come to light Reviewed by Chris Henderson (and dozens of black and white ones), in recent years. But the text portion of Stout shows the everyday life of the di- the book is fairly brief: Of the slightly Every kid loves dinosaurs; no one nosaur — herd life, play, birth, duels, more than 150 pages, many are full-page knows why. Whenever the family goes to hunts, childhood, bathroom habits, etc.; illustrations, and on the average at least the museum, the spot everyone stands in their reactions to danger; their move- half of each page is art. the longest is the one in front of the big- ment through the elements, across the At best, from a literary standpoint, gest skeleton in the place. land, over the seas, through the air; their “The Dinosaurs” is an excellent intro- No matter what their age, everybody bodies, eyes, plates, claws, teeth, bones, duction to most of what is known about loves the gigantic lizards of our past. feathers; their neighbors: the climates dinosaurs today. From an artistic stand- Their movies make money; the bad han- they lived in; and much, much more. point, however, it is grand, maybe the dling of their characteristics sells novels The narration and scientific commen- ultimate dinosaur art book. It does, as and comics; dinosaurs helped to make tary flow nicely with Stout’s ever-present the back cover copy proclaims, show di- the reptile species more loved, hated, art. What is also nice is the range of the nosaurs as never seen before. and misunderstood than any other. illustrations. Stout travels the gamut from As Ray Bradbury says in his introduc- For those people who openly admit to basic comic-book style sketches to mas- tion to the book: loving the dinosaur, there is a new book, terful finished pieces, each one perfect “...the fact is, we all love dino- creatively entitled “The Dinosaurs.” for the area it is in. saurs! There isn’t a man, woman or It is the work of many hands; it has Is the book perfect? No. It is not a child in the world, who if I built it, been packaged and edited by Byron deep, ponderous tome which goes into wouldn’t rush to climb in a Time Preiss, narrated by William Service, illus- detail on each phase of life for every di- Machine to jump back and be de- trated by William Stout; and introduced nosaur that lived. Rather, it is an over- voured by a Tyrannosaurus Rex or and kept scientifically accurate by Dr. view, one which links all of the great sau- stomped on by a friendly local Peter Dodson. Together these men have rians through their common traits, and Brontosaurus....” crafted a truly remarkable look at one of then goes into their differences. It is a Science will have to make a great step mankind’s favorite subjects. And, al- book to be had more for its beauty than forward before we will be able to see though in any joint venture everyone its brawn. dinosaurs in the flesh. Fortunately, we should share equal credit, there is no This is not to downplay the work of Bill have Bill Stout’s masterful interpretations doubt that what makes this newest dino- Service and Dr. Dodson. Their informa- to tide us over until that day arrives.

A corythosaurus cavorts with its smaller prehistoric playmates Color plates courtesy of Bantam Books, from THE DINOSAURS (see review on this page), ©William Stout/Byron Preiss Visuals

13 Dragon Vol. VI, No. 5

Teratosaurus FREQUENCY: Uncommon NO. APPEARING: 1 ARMOR CLASS: 5 MOVE: 18” HIT DICE: 6 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-6/1-6/2-16 SIZE: L (20’ long) A quick ancestral carnosaur, terato- saurus has good stout forelimbs in addi- tion to the usual battery of big nasty teeth. A teratosaurus weighs 1,000-1,500 pounds and is 7 feet tall when moving. Triceratops digs in against Tyrannosaurus Rex (Courtesy of the Field Museum of Natural History) Therezinosaurus FREQUENCY: Uncommon armament. When on the move, an allo- NO. APPEARING: 1 % IN LAIR: Nil saur’s tooth-filled head is held about 10 ARMOR CLASS: 5 TREASURE TYPE: Nil feet above the ground. MOVE: 15” MAGIC RESISTANCE: Standard Allosaurus is one of a group of species HIT DICE: 15 ALIGNMENT: Neutral called megalosaurs, a family that in- NO. OF ATTACKS: 3 PSIONIC ABILITY: Nil cludes carnosaurs like megalosaurus DAMAGE/ATTACK: 2-12/2-12/3-18 Attack/Defense Modes: Nil (naturally) and ceratosaurus. These crea- SIZE: L (4O’ long) tures are all similar to allosaurus, though This murderous large carnosaur took CARNOSAURS slightly smaller. (Megalosaurus is about rather a different route from the usual 10 HD, ceratosaurus about 8.) carnosaur reliance on large teeth. “The The listing will start with the carno- slasher” relies at least as much on its saurs (meat-eating dinosaurs), since Deinonychus claws as on its fangs. many players and DMs find them the FREQUENCY: Uncommon Most large carnosaurs have small fore- most interesting. All dinosaurs belong to NO. APPEARING: 2-12 legs, but therezinosaurus’ “arms” are an one of two groups: the saurischians ARMOR CLASS: 6 incredible eight feet long, terminating in (lizard-hipped) or the ornithischians (bird- MOVE: 21” two-foot-long claws curved like scimi- hipped). All carnosaurs are saurischi- HIT DICE: 3 tars. The creature stands 12 feet tall ans, or sauropods. In general, carno- NO. OF ATTACKS: 5 when moving. saurs walk on two legs, with the body DAMAGE/ATTACK: 1-4/1-4/1-6/1-6/1-6 held forward horizontally (not up at a SIZE: M (12’ long, 175 lbs.) Tyrannosaurus Rex 45-degree angle). The tail is held out be- The sages have recently discovered a FREQUENCY: Uncommon hind as a counterweight; it does not drag remarkable group of carnosaurs called NO. APPEARING: 1 on the ground unless the creature is at the dromaeosaurs. These are all smaller ARMOR CLASS: 5 rest or moving very slowly. Occasionally carnosaurs, in the range of 6 to 15 feet MOVE: 15” in its search for prey, a carnosaur will long, but with some outstanding fea- HIT DICE: 18 stop and rear up to its full height to get a tures: very keen eyesight (binocular vi- NO. OF ATTACKS: 1 better view. Carnosaurs rely on sight to sion in some cases), strong grasping DAMAGE/ATTACK: 5-50 find their victims. hands with long clawed “fingers,” and SIZE: L (50’ long) A carnosaur is always hungry, but like most importantly brains far larger than It hardly needs to be said: Tyranno- most modern predators it will always those found in other dinosaurs. As intel- saurus rex is the largest, most formida- take the easiest food it can catch: the ligent as large birds, they must be many ble natural carnivore ever to walk the young, the weak, the small, and the slow. times more cunning than their average face of the earth. In tyrannosaurus rex, Like a lion, a carnosaur usually won’t prey. The best known of the dromaeo- the huge head and teeth typical of the pursue a fleeing target for more than a saurs is deinonychus. carnosaur are taken to their furthest ex- few hundred yards. A carnosaur faced For its size, deinonychus is one of na- treme. Its pathetic forelimbs are useless with fighting dangerous prey will almost ture’s most savage killing machines. First, for combat. Despite its bulk (up to 8 always give it up if easier prey is offered. it has long, strong arms with clawed tons), its powerful legs can bear it quite hands suitable for grasping or slashing swiftly for short distances. Its head is Allosaurus (inflicting 1-4 points of damage each). carried about 14 feet from the ground FREQUENCY: Uncommon Next, it has a head full of teeth for ripping when moving. Tyrannosaurus rex is the NO. APPEARING: 1 its prey (for 1-6 points damage). Finally, largest member of the family of tyranno- ARMOR CLASS: 5 each of the powerful legs ends in a foot saurs, a group that includes tarbosaurus MOVE: 15” equipped with a huge upward-curving (15 HD) and gorgosaurus (12 HD). HIT DICE: 12 slashing claw, Iike a curved disembowel- NO. OF ATTACKS: 3 ing knife. Deinonychus slashes upward SAUROPODS DAMAGE/ATTACK:1-6/1-6/3-24 with these in powerful kicks, one after This group includes the huge herbi- SIZE: L (3O’ long) the other, meanwhile balancing on its vorous (plant-eating) dinosaurs, which Though it weighs several tons, allo- tail and its other leg. Worst of all, this are all saurischians like the carnosaurs. saurus is easily one of the quickest and highly coordinated killer hunts in packs. Though their ancestors were all bipedal, most agile of the large carnosaurs. Its Typically, several pack members will the great size the sauropods attained forelimbs are strong compared to those keep their prey busy from the front while forced them to return to standing on four of the tyrannosaurs, and are useful for others leap in at its back. Deinonychus legs. There are many types of sauro- helping to hold and tear its prey. Howev- reaches 4-5 feet off the ground running, pods, but most of them are similar to the er, allosaurus’ long teeth are its primary but rears to 6-7 feet in height attacking. well-known types described below. 14 November 1981 Dragon

Sauropods are herding beasts, con- stantly searching food. Previously placed near lakes and streams, recent analyses show they are land dwellers. Sauropods live an elephant-like existence in the scrublands and forest (kept open by their passage), browsing on trees and thinning out vegetation. Their heads are set on long necks, and they can munch on the tops of very tall trees. Sauropods’ tails are held out behind them to counterbalance their necks. They rely on their huge size to keep safe from most carnosaurs. They defend them- selves clumsily by rearing up and kick- ing with their forefeet, but are poor figh- ters and attack at a level equal to one- quarter of their number of hit dice. (A 40HD sauropod, for example, attacks as a 10HD monster.) If a herd is stampeded by a big carnosaur (the only thing these creatures fear), they will probably crush everything in their path.

Apatosaurus (Brontosaurus) FREQUENCY: Common NO. APPEARING: 1-12 ARMOR CLASS: 5 MOVE: 9” HIT DICE: 21-40 (d20x20) NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-20 SIZE: L (up to 70’ long) Apatosaurus (also known as bronto- saurus) is among the most famous dino- saurs. Weighing up to 40 tons, it fears no carnosaurs less than 20’ long. Allosau- rus is its arch enemy. There are many other members of the brontosaur family, such as camarasarus (about 25HD).

Brachiosaurus FREQUENCY: Uncommon NO. APPEARING: 1-8 ARMOR CLASS: 5 MOVE: 9” HIT DICE: 31-50 (d20 + 30) DAMAGE/ATTACK: 3-30 SIZE: L (up to 60’ long) Brachiosaurs are the heaviest and tal- lest sauropods. Their forelegs are much longer than their back legs, giving them a greater reach and a more powerful kick than other sauropods. Recently, paleon- tologists have found evidence of mem- bers of the brachiosaur family even more gigantic than brachiosaurus. These crea- tures have been tentatively dubbed “su- persaurus” (up to 60HD, move 6”) and “ultrasaurus” (up to 70HD!).

Diplodocus FREQUENCY: Common NO. APPEARING: 1-12 ARMOR CLASS: 5 MOVE: 9” HIT DICE: 21-30 (d10 + 20) NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-16 SIZE: L (up to 90’ long) Diplodocus is among the most attenu- 15 Dragon Vol. VI, No. 5

ated of the sauropods, with a long thin crests. The creatures’ nasal passages include styracosaurus (l0HD), with one neck and a long tapering tail. Otherwise wind through the crests, giving them horn (3-18 damage) and a spiked frill, it differs little from the brontosaurs. very acute senses of smell. Crested had- and monoclonius (8HD), with one horn rosaurs can only be surprised on a 1. (2-16 damage) and a somewhat smaller Plateosaurus frill. FREQUENCY: Uncommon OTHER ORNITHOPODS NO. APPEARING: 2-16 This catch-all group includes all of the Stegosaurus ARMOR CLASS: 5 armored dinosaurs. These herbivores FREQUENCY: Common MOVE: 12” rely on armor and bony defenses instead NO. APPEARING: 1-4 HIT DICE: 5 of speed to protect themselves from car- ARMOR CLASS: 4 NO. OF ATTACKS: Nil nosaurs. They are all quadrupeds. MOVE: 12” DAMAGE/ATTACK: Nil HIT DICE: 9 SIZE: L (20’ long) Ankylosaurus NO. OF ATTACKS: 1 This early sauropod can move on two FREQUENCY: Uncommon DAMAGE/ATTACK: 2-16 or four legs, but it goes on two legs when NO. APPEARING: 1 SIZE: L (20’ long, 8’ tall at the hips) in a hurry. Members of the herd take ARMOR CLASS: -2 Stegosaurus is a heavy four-footed turns watching for predators while the MOVE: 6” herbivore of wide distribution. Its most others eat. Fleeing is their only defense. HIT DICE: 7 outstanding feature is the double row of NO. OF ATTACKS: 1 upright bony plates that line its back. HADROSAURS DAMAGE/ATTACK: 3-24 Paleontologists are uncertain of the These prolific ornithopods are found SIZE: L (15’ long) plates, exact function; they seem to have nearly everywhere. They collect in herds, The ankylosaurs are the most heavily something to do with the creature’s bio- relying on their senses of sight, hearing armored of all the dinosaurs. Built low to logical heating/cooling system. They are and smell to warn them of approaching the ground, these slow grazers resemble certainly placed too poorly to function carnosaurs. They are the main diet of turtles or armadillos. When attacked, as armor, though they may provide some killers like the tyrannosaurs, and will run they squat down to hide their limbs and slight protection against carnosaurs tal- in panic at their enemies’ approach. defend themselves with their tails, which ler than stegosaurus. The four long Though most can go travel on four legs usually have horny spikes or knobs on spikes on its tail provide a better de- when convenient, they run on two legs. them. There are several types of ankylo- fense: when it is threatened, stegosaurus saurs, including paleoscincus, whose hunkers down and slashes at its enemy Anatosaurus (Trachodon) armor is fringed with sharp spikes (thus with its tail. FREQUENCY: Common increasing armor class to -4). NO. APPEARING: 2-16 Ankylosaurus is the best known of PTEROSAURS ARMOR CLASS: 5 these living tanks. Ankylosaurus’ short Pterosaurs are in a class by them- MOVE: 15” but powerful tail ends in a heavy bone selves, and are not strictly dinosaurs as HIT DICE: 8 knob, which it uses as a bludgeon to fend such. Flying requires a great deal of NO. OF ATTACKS: Nil off attackers. An ankylosaurus usually energy, so the pterosaurs are the best DAMAGE/ATTACK: Nil ignores anything that doesn’t attack it. candidates for being endothermic. Also, SIZE: L (30-40’ long) their bodies are covered with a fine, furry Anatosaurus is among the largest of Triceratops down — insulation unneeded by ecto- the duck-billed hadrosaurs. It can usual- FREQUENCY: Common therms. Pterosaurs would be remarkable ly be found rooting around in lakes and NO. APPEARING: 2-8 if only for their intelligence, which is on rivers. ARMOR CLASS: -2 (head)/5 (body par with that of the dromaeosaurs and MOVE: 12” modern birds. Flying also requires a lot Iguanadon HIT DICE: 12 of nervous coordination. FREQUENCY: Common NO. OF ATTACKS: 1 Pterosaurs come in all sizes, from NO. APPEARING: 2-8 DAMAGE/ATTACK: 2-24 animals no larger than sparrows to the ARMOR CLASS: 5 SIZE: L (25’ long) largest natural creatures ever to fly. The MOVE: 12” Triceratops’ design promotes the idea smaller pterosaurs are actually wing- HIT DICE: 8 that the best defense is a good offense. flapped flyers, but the larger pterosaurs NO. OF ATTACKS: 2 Its head is up to 7 feet long (comparative- are primarily gliders, capable of no more DAMAGE/ATTACK: 1-4/1-4 ly huge for a plant-eater) and covered in than an occasional weak flap to help SIZE: L (30’ long) a shell of bone with a solid “friII” over the them in the right direction. The smaller An early hadrosaur, iguanadon can neck. Three sharp horns jut forward pterosaurs are of little consequence to defend itself — if it must — by stabbing from its massive head, a short one from adventurers (except possibly as pets), so with its two “thumb” spikes. its nose and two long ones from the bony the descriptions will deal only with the ridge above its eyes. Carnosaurs inter- larger ones. Parasaurolophus ested in making a meal of a triceratops FREQUENCY: Common will have a hard time getting past those Pteranodon NO. APPEARING: 2-16 deadly horns. FREQUENCY: Uncommon ARMOR CLASS: 5 Triceratops is a plains dweller. Each NO. APPEARING: 1-12 MOVE: 15” small herd keeps to its own territory. ARMOR CLASS: 10 HIT DICE: 6 Though it generally ambles slowly over MOVE: 3”/18” NO. OF ATTACKS: Nil the plains, cropping vegetation, a tricer- HIT DICE: 1 DAMAGE/ATTACK: Nil atops can charge like a rhinoceros if NO. OF ATTACKS: 1 SIZE: L (24’ long) threatened, building up great speed for DAMAGE/ATTACK: 1-6 Parasaurolophus is one of the many short periods. A triceratops which has SIZE: M (4’ tall, 25’ wingspan) crested hadrosaurs, a family that in- had at least 50 yards to build up speed This large pterosaur eats fish which it cludes corythosaurus, pachycephalosau- will do double damage when it hits. gulps into its pelican-like throat sack or rus, and lambeosaurus. These dinosaurs’ Triceratops is among the largest of the spears with its toothless beak. A ptera- skulls are topped with elaborate bony many species of ceratopsians. Others (Turn to page 72) 16 November 1981 Dragon More “meat” for

by Gary Gygax

©1981 by Gary Gygax. All rights reserved.

Not much magical ink has flowed from cockatrice quill to parchment for this column for a year now. Truth be known, a combination of other demands, a bout of illness, and sheer procrastination are responsible for the hiatus. At GenCon XIV, however, I had the opportunity to talk with many of you good folks again, and a message came out loud and clear. It is high time that I got busy and finished the TEMPLE OF ELEMENTAL EVIL module and started producing regular information regard- ing the WORLD OF GREYHAWK™ Fantasy World Setting. Those readers who attended my two seminars at GenCon XIV, or otherwise spoke with me about developments on Oerth, know that the revised and expanded edition of WORLD OF GREY- HAWK Fantasy World Setting will contain a score or so of the deities popular in the Flanaess. has done those of the Suel people, while I detailed those generally served in the area from the Grand Duchy of Geoff to the Great Kingdom. There is the first bit of good news for those who are chaffing for more information. I am also hopeful that the Kindly Publisher and his Esteemed Editor will see fit to publish the data on those deities herein, so as to obviate the need for all who own original editions of the campaign setting to purchase the new. (If they seem recalcitrant, Good Readers, a bit of pressure will surely smooth the way...) Because TSR needed a competition level module (originally planned for release this fall, but now to be held until early 1982), the effort needed to finish the second hundred or so pages of ELEMENTAL EVIL went into preparation of THE LOST CAV- and as soon as CITY OF GREYHAWK is finished, I expect ERNS OF TSOJCANTH. The. scenario was initially done for a this project to move ahead with force. convention tournament, but the new product has an extensive D. Miniatures rules for large-scale battles between the outdoor adventure and a completely new series of encounters, states of Oerth — in limbo now, although Steve Carpenter so the effort wasn’t wasted, I believe, and I hope you will agree. of Minifigs has mentioned that he is working on possible Then, in clearing the decks to take on the TEMPLE, other rules for this use. chores popped up: The last-minute refining of the deities, and E. GREYHAWK CASTLE & DUNGEONS production — the development of a couple of dozen creatures, frittered away at this point, this is only in a very general discussion stage, another month’s worth of designing time. This effort steals from because of the other projects and the fact that the existing ELEMENTAL EVIL too, but because what follows over the next is only suitable for use by Rob and I. (As with most exten- few issues will be quite helpful to those utilizing the GREY- sive dungeon complexes, much is developed and kept in HAWK world setting, it is hoped that the few extra weeks added the head due to actual play, and some areas are so difficult to the eventual release time for TEMPLE will be forgiven. (Yes, as to be impossible for those not used to our DM style.) So, Virginia, I am working on it, and T2 will be out no later than initial work is unlikely to begin on this effort until some- GenCon XV!) time late in 1982. Finally, I had heartening news recently. Rob Kuntz, after a long stint away from AD&D™ gaming (reputedly due to a case of This column will keep you up to date in the meantime. It reveling in royalty income) has again returned to the creative should also give a fair amount of information not otherwise fold. Being first one of the original participants in my Greyhawk detailed in commercial releases, so if you have a campaign campaign, and eventually its co-DM, Rob is eminently qualified taking place in the Flanaess, be sure and stay tuned here. to assist in the production of the storehouse of material and For openers, I offer the following regarding racial types and information which you are asking for. Rob and I have sat down dress. Future columns will deal with regional and national several times over the past few weeks to discuss how we should events, as well as smatterings of information on reported politi- go about this production in order to assure an orderly and useful cal plots and the like. flow of new things. Here is the tentative list we are now aiming at: RACIAL TYPES OF THE FLANAESS A. Regular WORLD OF GREYHAWK game information There are few “pure” racial groups extant on the Flanaess, via the “Sorcerer’s Scroll” column — you have the first save perhaps at the fringe areas of the continent. Of course, the here! races of demi-humans are relatively unmixed, but humankind, B. Completion of the CITY OF GREYHAWK map and as is its wont, has industriously intermixed in the central regions gazetteer. Rob, Terry Kuntz, and Eric Shook are now at to form a hybrid type which has actually become the norm. work on the project. Baklunish: The Baklunish people have golden-hued skin C. Detailed, smaller-scale maps of important areas of tones. Eye color is commonly gray-green or green, with gray the Flanaess, complete with important residents and some uncommon and hazel rare. Hair color ranges from blue-black to encounters. The same team has ruled off the world map, dark brown. Ekbir, the Tiger Nomads, Ull, and Zeif typify the 17 Dragon Vol. VI, No. 5 straight Baklunish strain. The Wolf Nomads are intermarried blond hair. Eye color varies from pale blue or violet through with the Rovers of the Barrens, so they show the darker Flan deep blue, with gray occasionally occurring. Curly to kinky hair blood. Ket is so mixed with Suel and Oeridian blood as to be the is common. The inhabitants of the Duchy of Ernst are nearly of least typical of the Baklunish race, for the people of Ket are pale pure Suel race. The Frost, Ice, and Snow Barbarians are perfect yellow or golden-brown or tan in skin color, with virtually any specimens of unmixed Suloise blood; the nearly albinoid Snow hair color possible save the lightest yellows and reds. Both the Barbarians are the best example. The Suel folk are quite pre- Paynim tribes and Tusmit show occasional admixture also. dominant in the island groups off the eastern coast of the Fla- Flannae: The Flan race have bronze-colored complexion. naess as well as in Tilvanot Peninsula (Scarlet Brotherhood This varies from a lighter, almost copper shade to a very dark region). Those bands that migrated into the vast Amedio Jungle tone which is deepest brown. Eye color is commonly dark and Hepmonaland are so altered as to be no longer typical of the brown, black, brown, or amber (in declining order of occur- race; they are tan to brown with heavy freckling. rence). Hair coloration is black, brown-black, dark brown, or The predominant racial strain and particular admixtures of brown. Also, Flannae tend to have wavy or curly hair. The Duchy each of the major states of the Flanaess is given in the list which of Tenh are pure Flan, proud of their bronze color. Geoff and follows. The first letter is the predominant strain. Thus, “OSf” Sterich, despite mixture, show strong Flan racial influence. The would mean an admixture of Oeridian with a strong Suel strain Rovers of the Barrens are of the copper-toned sort of Flannae, and a weak Flan mix, as the “f” is uncapitalized. Had it been although the western tribes show the golden skin color of the “OSF” (with a capital “F”), the indication would be that the Flan Baklunish due to interbreeding with the Wolf Nomad tribes. The influence was only scarcely less than that of the Suel. people of the Hold of Stone Fist and the citizens of the Theo- Almor: OS Rel Astra: Os cracy of the Pale are primarily hybrids, the former Flan/Suel, the Bandit Kingdoms: OFSb Sea Barons: So latter Flan/Oeridian. The inhabitants of the Pale are particularly Bissel: OSB Sea Princes: SOf handsome. Bone March: (SO) South Province: Os Oeridians: The Oeridians have skin tones ranging from tan to Dyvers: OSfb Spindrift Isles: So olive. They have hair which runs the gamut of color from honey- Gran March: SOf Sterich: OFS blonde to black, although brown and reddish brown are most Great Kingdom: OS Ulek, County: OFS common. Likewise, eye coloration is highly variable, although Greyhawk: OSfb Ulek, Duchy: (Sfo) brown and gray are frequently seen in individuals: Unmixed Highfolk: Os Ulek, Principality: (SO) Oeridians, despite claims of the Great Kingdom, are most com- Idee: OS Urnst, County: SO mon in Furyondy, Perrenland, the Shield Lands, and in the east Irongate: Os Valley of the Mage: OBf and south in North Province, Medegia, and Onnwal and Sunndi. Keoland: SOf Veluna: Osf Suloise: The fleeing Suel folk were scattered in a broadcast Lordship of the Isles: So Verbobonc: Ofs fashion across the Flanaess, so that most tended to mix with Nyrond: Os Wild Coast: Sof other groups. The Suel race is very fair-skinned, some being Pomarj: (SO) Yeomanry: SOf almost albino. They have light red, yellow, blond, or platinum- Ratik: Sof

18 November 1981 Dragon

The inmixture of Oeridian and Suel (expressed as “(SO)” in the more civilized Flan dress in the mode currently fashionable the above list) tends to develop a skin coloration similar to that in their portion of the continent. Garments, however, tend to be of Earth’s European. The original Flannae stock shows up with of solid primary colors, with very bright hues predominant. either Oeridian or Suloise or both as a coppery or bronze over- Baklunish peoples are of two sort. The northern branch favors tone. Oeridian and Baklunish develops a fairly light complexion, bright patterns and gaudy colors. They wear gowns and robes, but the skin coloration is true yellow, as opposed to the vague or else short breeks and flowing coats. The poorer folk even yellow-brown of Earth’s oriental race. A hybrid of Baklunish and wear gaudy prints, although their garments are typically a one- Flannae gives a golden-copper or golden-bronze color which is piece coverall with whatever additional garb they can add. The possibly the most attractive complexion of any of the admix- southern branch likes parti-colors of a more pastel hue. Their tures of the basic races. dress is complex and full of many puffs and slashes when In general, the skin color of an individual is of no particular adorned for special events. They commonly wear rough hide importance. The dark Flan complexion shows up quite often in and cloth when traveling or at war, with shields and banners most nations. By contrast, the nobles of the Great Kingdom are showing clan colors. proud of being light-skinned, just as the rulers of Tenh are Dwarven folk love shades of brown, red, and gray contrasted overly conscious of the supposed superiority of their deep with a bright splash of color and picked out with as much bronze color. In the central region of the Flanaess, from western precious metal as they can possibly wear. Leather is a favorite Urnst Duchy to Geoff, there is little heed paid to either skin color material, with wool being popular also. Dwarves wear clothing or racial type, whether human or demi-human (or even huma- similar to that of the Oeridians. noid in some places. The main exception to this is the demi- human kingdoms where humankind is judged inferior, especial- Elves of the Sylvan ilk dress similar to Suloise, except their ly in Celene. colors are pale tints of green, fawn, ecru, and dove gray. High elves are similar in mode of apparel, but they add blues, lilacs, Racial/national dress and purples to the more natural forest hues of their woodland Oeridians typically favor checks and plaids. Aerdi and Nyron- kin. Hunting and war garments are brown, russet, or tan. Gray del houses tend to wear plaids, while the southern and western elves wear very complex and flowing garb of pure white, sun Oeridians favor checks, often of a diamond pattern or similar yellow, silver and gold lame’ set off by polished leather of con- variation from the standard square. Clothing tends towards trasting colors and highlighted by jewels. All elvenkind wear tight-legged trousers, close-fitting upper garments, and capes cloaks, especially when traveling. These garments are neutral or cloaks. gray or gray-green. Suloise folk have long used solid colors. Aristocratic houses Gnomes and halflings dress in a similar fashion, often replac- have two or more such colors in their dress, so parti-colored ing their trousers with knee-length britches. The gnomes favor garments are not uncommon. Similarly, the Suel people tend to more stolid colors — brown breeks, a tan blouse, green boots favor display of emblems or tokens on their garments, typically and belt, with a dark brown jacket or coat. A in the same of a contrasting color to their basic one. Dress was originally garb might have a yellow shirt and top off with a cap of green loose pantaloons topped by a baggy blouse. This form of dress with a bright yellow feather in it. Both races will often wear has been changed to meet the needs of the varying climates, so striped clothing. When hunting or at war, they likewise favor the northern Suloise barbarians wear furs and skin garments, garb of a curiously mottled sort, with greens and browns while those in the southernmost area have replaced the blouse intermixed. with vest-like upper wear. Flannae once wore brightly hued body paints, with yellow Next issue we will deal with events in the north central steppes ochre and vermillion being the favorites. While the Rovers of the and the areas below — the Horned Society, Bandit Kingdoms, Barrens still use considerable body painting (where their high and the Duchy of Tenh. Until then, avoid staredowns with boots, loincloth and chest and arm leather don’t cover them), medusae. Convention calendar , Jan. 9-10, 1982 — Role-playing games, ALPHACON III, Nov. 14-15 — A science-fiction and gaming miniatures battles, mah jongg, an auction, hot dogs and a fun convention to be held at the Ramada Inn, Ithaca, N.Y., Alphacon time with the TSR Hobbies gang. Held at the American Legion will feature a film program, displays, computers, and tourna- Hall, 735 Henry St., Lake Geneva, Wis. Admission $2 daily, $3 ment competition in the D&D® game, Diplomacy, and other weekend. Write to Winter Fantasy, P.O. Box 756, Lake Geneva games. Convention membership is $9 at the door. For more WI 53147. information: Alphacon III, c/o Bill Freebairn, 310 N. Sunset Drive, Ithaca NY 14850. GEN CON® SOUTH, Feb. 5-7, 1982 — The Cowford Dragoons and TSR Hobbies, Inc., again sponsor this wintertime retreat at RICON ‘81, Nov. 14-15 — Rhode Island’s first fantasy role- the Jacksonville Beach (Fla.) Convention Center. For more in- playing convention will be held at the Howard Johnson’s motel formation write GEN CON® SOUTH, P.O. Box 16371, Jackson- in Warwick. Further information is available from RICON '81, ville FL 32216. P.O. Box 171, Lincoln RI 02865. MANNHEIMERCON, Feb. 19-22, 1982 — Sponsored by the CONTRADICTION, Nov. 20-22 — A science-fiction convention Grenadierstrasse Kriegspiel Society, the second Mannheimer- to be held at the Buffalo Marriott Inn, Amherst, N.Y. For more con will be held at a site in Mannheim, West Germany. Tourna- information, contact Linda Michaels, 27 Argosy Street, Amherst ment games to be held are: AD&D, Traveller, Civil War minia- NY 14226. tures, Napoleonics miniatures, modern and WWII micro armor, naval miniatures, Battle of the Bulge, Dallas, Magic Realm, WINTER GAMEFEST, Nov. 20-22 — The annual event spon- Panzer Leader, Wizard’s Quest, Russian Campaign, Victory in sored by the Metro Detroit Gamers which was formerly known the Pacific and Squad Leader. For more information, contact as WinterCon. It will be held in Cobo Hall in Detroit for the first Grenadierstrasse Kriegspiel Society, c/o Raymond Norton, time. More information can obtained by writing to Metro Detroit 181st Trans. Bn. APO New York 09166 or call Mannheim Civilian Gamers, P.O. Box 787, Troy Ml 48099. 731-575 or Mannheim Military 8281.

19 Vol. VI, No. 5 Dragon

by Katharine Kerr ing as the Sheriff’s house and dungeon keep. The only road to town should run Many of us derive our image of Robin directly through the forest, ensuring Hood from the movie versions of his sto- Robin’s band of a ready supply of cash. ry, where he is portrayed as a noble lord, The DM should also keep in mind that the Earl of Huntingdon, living in the late hunting in a lord’s preserve like Sher- 12th century. Although it makes for a wood Forest is considered poaching, good cinema plot, this version has no- punishable by hanging — a law that ap- thing to do with the body of ballads and plies to player characters as well as Mer- popular poems that tell the real legend of ry Men. Robin Hood. It depends on one portion of the work of a very late (1627) writer ROBIN HOOD who was prey to the typical British feel- 12th-level fighter ing that any hero has to be an aristocrat. ALIGNMENT: Chaotic good In truth — if there is any truth about HIT POINTS: 70 Robin of Nottingham — he and his Merry ARMOR CLASS: 7 Men were solid, middle-class yeomen NO. OF ATTACKS: 2/1 who took to the forest because of the DAMAGE/ATTACK: 1-8 (+1) chaotic social conditions of the late HIT BONUS: Special 1300s. In those times, weak kings could MOVE: 12” not check their barons, who raised their PSIONIC ABILITY: Nil lawed. Whatever the reason, he has lived own illegal taxes and hired men like the STRENGTH: 16 in the forest for the past five years, since Sheriff of Nottingham to keep their pri- INTELLIGENCE: 17 the age of twenty, with the price of two vate peace, not the King’s. WISDOM: 14 hundred gold pieces on his head. In 1354, in fact, civil documents record DEXTERITY: 18 Robin is tall, slender and good-looking, a certain “Robin Hood” as being in pri- CONSTITUTION: 16 with dark, untidy hair and an engaging son, awaiting trail on charges of poach- CHARISMA: 17 smile. His usual clothing is a faded green ing and forest trespass. Since there is no When pressed for information about tunic over torn hose, a studded leather record of his having been hanged, one his background, Robin will only joke that doublet for armor, and leather boots. He may assume that he escaped — into le- he was in trouble with the law — or the wears a broadsword with a dagger at his gend, if not back into the forest. law with him — at a very young age. One belt, has a quiver of arrows slung over his As a general note, the proper setting may assume he was born into a respec- back, and carries a yew longbow. He for the following non-player characters table farming or craftsman’s household. moves quickly and restlessly, rarely still is, of course, Sherwood Forest, just to His great skill with weapons implies that for a minute unless lying in ambush. He the north of the little farming town of at some time he served (or at least talks fast, too, sometimes in a compul- Nottingham. The forest should be a long trained) as a yeoman archer with the sive string of jokes or idle chatter which strip, about fifteen by forty miles, of vir- King’s armies. Some folk say that he re- lasts until one of the band makes him gin oak, thick with underbrush. turned home to find his family victims of hold his tongue. For Nottingham, the the Sheriff’s grasping violence. Others There are two main motivations in can use any small-town module by simp- say that he was goaded into killing one of Robin’s life: his love of total freedom and ly designating the largest secular build- the King’s deer on a wager and then out- his hatred of injustice. Both combine to 20 November 1981 Dragon drive him to his ’s life of robbing the about themselves and their travels while tisfying way of teaching him or her a rich to give to the poor. Like most chao- two of the men are stripping the party of lesson.) tics, however, he cares little for any ab- their valuables. Once the party is robbed Although Robin is normally proficient stract principle of justice or equality. He and disarmed, Robin will play one of his with a sword, his weapon of choice is the centers his hatred on the person and standard jokes. He will tell the party that longbow. His uncanny talent has been specific unjust acts of the Sheriff of since they’re paying for the feast tonight, so refined by years of practice that he Nottingham. they should share it. Party members has an extra “to hit” bonus as well as his He gives his stolen gold to whatever have no choice in this matter—the men adjustment for high dexterity. The DM poor person happens to need it at the will surround the party and march them should allow Robin +1 to hit on moving moment. Fomenting a social rebellion off to the forest hideout. If Robin likes targets and +2 to hit on stationary ones. would be the last thing he’d think of. He the party, or if he feels that they are en- Though all his men are proficient with a will lend his aid and his men to a good gaged in some good cause, he will return bow, no one else has his skill. cause, but only if it is glamorous or di- their valuables in the morning. (The DM With, hand weapons or in weaponless rectly aimed at the Sheriff. Once Robin will have to role-play Robin here; dice combat, Robin is far from the best fighter has given someone his friendship, he is rolls aren’t adequate for this decision.) in the band. His intelligence, high spirits, very loyal, willing to risk his life to save a If Robin dislikes the party, he will have and eloquence have won him his place friend from harm. He is not, however, them escorted back to the road after as leader — not his fists. above pulling low practical jokes on the dinner — a good bit poorer for the expe- At all times, Robin carries a horn at his same friend. rience. If the party attempts to find him belt; three blasts on it will summon the Robin robs strangers first and makes for revenge, they have a 5% chance, cu- Merry Men as fast as they can possibly friends later. Since he has scouts placed mulative per consecutive day of search- reach him. at the of the forest, a party charac- ing, of finding the hideout again. ters using the road through it is certain to Robin will never knowingly befriend The Merry Men be ambushed by Robin, Little John, Will an evil character. He has a base chance The traditional number for the ranks of Scarlet, and 4-24 (4d6) of the Merry Men. of 60% of guessing evil alignment, and Merry Men is nine and thirty archers, not The band is so practiced at forest the DM should increase this chance if counting the lieutenants profiled below, movement that there is only a 15% chance the character in question is acting in an but the DM may adjust this number (25% for elves) of a party member hear- outwardly evil manner or has some ob- downward if a large troop will unbalance ing them in time to be warned. If un- viously evil symbol about his or her his or her campaign. The Merry Men are warned, the party will suddenly find itself person. all 5th-level fighters, wearing leather ar- surrounded on all sides by men with Unless his life is in danger, Robin will mor and armed with sword and longbow. drawn bows. Robin will step out into the never kill an evil character (or anyone They are all fanatically devoted to Robin road and demand the party’s surrender. else, for that matter) in cold blood. He (+25 on any loyalty check, plus Robin’s He will promise that they’ll come to no will simply do his utmost to humiliate charisma bonus). bodily harm if they simply turn over their that person, leaving him or her alive for a Contrary to opinion created by the gold and jewels. If a player character fair fight later. For instance, he’s been cinematic versions, none of these men asks his name, Robin will answer readily known to make a fierce warrior put on a have horses. (It is extremely difficult to and add that he should go straight to the woman’s dress and walk into town so feed horses in a forest, not to mention Sheriff to report this outrage. At that, his attired. He’s tied the sheriff’s men upside- hide them. If Robin and his band owned men will all laugh raucously. down to trees and left them there for a herd of forty-odd horses, the Sheriff If the player characters recognize his their boss to find; he’s stripped pompous would have to be blind and possess a -2 name and express admiration or inter- clerics down to their underwear for the intelligence to avoid finding their trail. If est, or if they merely submit to being walk into town. (DMs, please note: If you Robin needs horses, he merely steals robbed without a fight, Robin will turn have one of those obnoxious players in them, then gives them to some poor affable and begin asking them questions your group, Robin’s pranks offer a sa- farmer. when the need is past.)

WILL SCARLET where he became Robin’s first recruit. 8th-level fighter Somewhat moody and withdrawn, Will ALIGNMENT: Chaotic good has a hot, quick temper. If he feels his HIT POINTS: 48 honor is being insulted, he will challenge ARMOR CLASS: 8 the offender to a duel. Robin, however, NO. OF ATTACKS: 1 will intervene and suggest an archery DAMAGE/ATTACK: 1-8 contest or non-lethal combat, with a HIT BONUS: None large forfeit and much good-natured MOVE: 12” teasing in store for the loser. Will is also PSIONIC ABILITY: Nil likely to get carried away by enthusiasm STRENGTH: 15 and find himself in dangerous places, INTELLIGENCE: 15 such as at the head of a charge with the WISDOM: 11 others still twenty yards behind. But his DEXTERITY: 16 temper makes him extremely brave. In CONSTITUTION: 16 morale checks, the DM should always CHARISMA: 13 allow Will a +15 bonus. Will, Robin’s closest friend and most Will is something of a dandy when the trusted lieutenant, joined the band be- fortunes of the road allow. He has a cause he hates the sheriff as much as fondness for shirts, stripped from an Robin. During one particularly bad win- arrogant lord’s back, embroidered dou- ter, Will’s family was close to starvation. blets, and fine jewelry. Anyone who When Will shot a deer to feed them, the teases him about his clothes will be chal- Sheriff put a price on his head. Having lenged to a fistfight. Will carries a sword little choice, he fled to the wilderness, and is also proficient with the longbow. 21 Dragon Vol. VI, No. 5

LITTLE JOHN teasing drives him wild. John then quar- 10th-level fighter rels bitterly with Robin and walks off in a ALIGNMENT: Chaotic good huff. The conflict lasts until Robin apol- HIT POINTS: 76 ogizes or some danger threatens. No ARMOR CLASS: 8 matter how angry John may be with Rob- NO. OF ATTACKS: 1 in, he will always go to his leader’s DAMAGE/ATTACK: 1-8 (+3) rescue if needed. Since John tends to HIT BONUS: +3 belittle his own intelligence, he follows MOVE: 12” Robin’s orders without question, occa- PSIONIC ABILITY: Nil sionally with unfortunate results when STRENGTH: 18/00 Robin is in a daredevil mood. INTELLIGENCE: 12 WISDOM: 10 FRIAR TUCK DEXTERITY: 14 7th-level cleric CONSTITUTION: 18 ALIGNMENT: Chaotic good CHARISMA: 14 HIT POINTS: 46 Little John’s given name is John Little. ARMOR CLASS: 8 The nickname comes from one of Rob- NO. OF ATTACKS: 1 in’s jokes: John is seven feet tall, barrel- DAMAGE/ATTACK: 1 -6 chested, and fairly bulging with muscles. HIT BONUS: None Blond and bearded, he dresses much the MOVE: 12” same as Robin, but his leather doublet is PSIONIC ABILITY: Nil unstudded, and he carries a heavy oak STRENGTH: 15 quarterstaff instead of a bow. If pressed, INTELLIGENCE: 15 John can fight well with a sword, but the WISDOM: 17 staff is his weapon of choice. challenged him to a duel with staves. In DEXTERITY: 14 It was his skill with a quarterstaff, in record time, Robin was flying through CONSTITUTION: 17 fact, that won him his place in the band. the air and into the water. Much im- CHARISMA: 13 One day as Robin and Will were hunting pressed, Robin asked John to join the With his scraggly tonsure and dirty in the forest, they came to a narrow band. Since John has no love for the brown monk’s robe, Friar Tuck looks like bridge over a stream. John was just Sheriff (and several poaching charges a figure of fun, especially since he is stepping onto it to cross from the other on his record), he agreed. enormously fat. Men have often under- side. When Robin demanded that John Generally, John is easy going and good- estimated him —to their detriment —just retreat and give him precedence, John natured, but at times Robin’s constant as Robin and John did at their first meet-

22 November 1981 Dragon

Robin and John came upon him just as say such things without being challenged the friar was sitting down to a lunch large to a wrestling bout. enough for three ordinary men. When Though none of the ballads ascribe Robin began mocking his greed for food, any magical powers to Friar Tuck, the Tuck challenged him to a wrestling DM may give him the following clerical match, which Tuck won handily, passing spells if he/she wishes: his version of Robin’s “trial by combat” First level: Bless, Cure Light Wounds, membership test. Detect Evil. Besides being an expert wrestler (use Second level: Chant, Find Traps, Know the grappling table on page 72 of the Alignment. Dungeon Masters Guide, not the special Third level: Cure Disease, Create Food monk’s combat), Friar Tuck is highly and Water. (The DM may also modify skilled with a quarterstaff. He also fights this latter spell to Create Food and A/e.) well with a bench or a piece of firewood, Fourth level: Cure Serious Wounds. which the DM should treat as clubs in his hands. Though he cannot use a bow, he Some readers may wonder why Robin has a good eye for a thrown missile, such and his lieutenants don’t belong to the as an ale pitcher or tankard — and tank- ranger sub-class. The reason is simply ards and ale pitchers are never far from that the magical spell abilities allowable the good friar’s reach. to rangers are totally foreign to the spirit ing with the friar. At that time, Tuck was Though he’ll fight to defend the camp of the old ballads. living alone in the forest — he says as a or his friends, Tuck takes no part in the In DRAGON magazine #45, Len La- holy hermit, but the folk say as a refugee robberies of the band. As a precaution, kofka describes a variant NPC class, the from his abbot’s wrath. (Tuck had the though, he wears leather armor stretched Archer. Any DM who wishes can easily unpopular idea that alms should go to tight over his fat paunch. Robin often fit Robin and Will Scarlet into that class the poor, not to the abbot’s personal remarks that Tuck’s fat is as good as at their respective levels. Little John treasury.) another layer of armor, but only he can should remain an ordinary fighter.

SHERIFF OF NOTTINGHAM and suspicious, he will impulsively fol- and anonymous poems dating roughly 6th-level fighter low any stranger who claims to know the to the 15th century. The best collection ALIGNMENT: Lawful evil whereabouts of Robin’s lair. of the 39 stories and their variants is in HIT POINTS: 41 The Sheriff will, of course, take his The English and Scottish Popular Bal- ARMOR CLASS: 7 men-at-arms along with him on these lads by F. J. Child, which has recently NO. OF ATTACKS: 1 hunts. In fact, he is so afraid of Robin been reprinted by Dover Books and DAMAGE/ATTACK: 1-8 (+1) that he never goes anywhere alone. If which should be available in any good- HIT BONUS: None met in town, the Sheriff will have an es- sized public library. MOVE: 12” cort of ten 5th-level fighters, each armed When it comes to modern retellings, PSIONIC ABILITY: Nil with swords and daggers and wearing there is remarkably little material availa- STRENGTH: 16 studded leather. ble on an adult level. Persons who have INTELLIGENCE: 15 If met on the road, the Sheriff will be access to a university library might find WISDOM: 8 accompanied by his full troop, which in- J. Ritson's Robin Hood, first published in DEXTERITY: 15 cludes, besides the men above, ten 4th- 1795 but last reprinted in 1885. There are CONSTITUTION: 17 level fighters armed as above and ten a great number of children's books avail- CHARISMA: 7 more 4th-level fighters armed with long- able on Robin Hood, but all of them are Gray-bearded, lean, and scowling, the bows. These men are mounted and have prettified and most are stories retold in Sheriff of Nottingham dresses in rich no qualms about running a helpless op- pseudo-archaic language. Making an ef- black velvet tunics, ermine-tipped cloaks, ponent down in the road. They also tor- fort to find Child's compendium of bal- and fine leather boots, with rings on his ture prisoners and strip them of their lads is well worth it. fingers and the heavy gold chain of his valuables, regardless of whether the ac- office around his neck. His leather doub- cused is guilty or innocent. let is studded with jewels as well as iron The Sheriff is employed by the evil Sir protection points. At his side, he has a Guy of Gisborne, an archetypal absen- broadsword in a jeweled scabbard and tee landlord. Sir Guy visits Nottingham carries a beautiful polished staff with a only once a year — to browbeat his es- heavy gold finial. All this finery, of course, tate steward, pick up his share of the has been paid for by taxes extorted from taxes, and get disgustingly drunk with the poor. the Sheriff. Since he is terrified of Sir Though the Sheriff is close to 40 years Guy, the Sheriff admires him and serves of age, he is still a formidable opponent him faithfully. in combat, especially since he fights The Sheriff is in general a typical law- dirty whenever he can. His unusually ful evil type, a nasty bully to those below high constitution enables him to with- him and a lickspittle to those above. If a stand the drubbings, dunkings, and oth- party of player characters intimidates er pranks that Robin continually plays him, he will aid them as long as he’s on him. under their direct supervision, but he will The Sheriff’s hatred of Robin Hood is never give up his pursuit of Robin or the ruling passion of his life — stronger knowingly aid Robin’s friends. even than his greed, since he has put some of his own money into that price on Bibliography: The legend of Robin Robin’s head. Though generally cautious Hood is comprised of popular ballads

23 Dragon Vol. VI, No. 5 It has been recorded, in the lost scrolls of Caractos the Scribe, of which only fragments now exist, that... from the ice-world of Northumbria, many ages ago, there came a youth named Niall, son of Thorkon the Mighty, who was destined to roam the world as he knew it, and to whom was to be given the appellation, the Far-Traveler...

24 November 1981 Dragon The coming of the Sword Fiction by Gardner F. Fox

or many days he had trotted across self. He was used to the plunging, churn- the screams of tortured ice and grinding Fthe ice field, always straining his ing deck of a longboat on the Cold Sea, stone. The earth shook wildly. gaze ahead, ever seeking the figure and this motion of the ground was not Niall clung to the tall grasses into of the man he hunted. He was close now, unlike the roll of giant waves. which he had been toppled. “Great ! so close that he needed no longer to Gunthar waited, pale and somewhat Save me!” he breathed. stare at the ground in search of foot- grim. He knew Niall, knew the ferocity of Yet the earth went on quaking and rol- prints. For there ahead, revealed in the his swordplay, understood that few men ling. Behind him he heard stone crash- weak sunlight of this northernmost re- could stand against him — without luck. ing on stone, and he listened as great gion, was the man, Gunthar. Gunthar prayed to Loki, god of mischief, blocks of ice came free of the and Niall grinned wolfishly. Soon would hoping that the god would come to him plummeted to the ground nearby. Gunthar face the death he deserved for in his moment of need. Long he clung to the grasses, which the attempted rape of lovely young Al- Niall hurled himself forward, lips part- held fast in the earth under them. Not thia, who was sister to Niall and daughter ing in a snarl of fury. His swept until the last of the sounds had drifted of Thorkon the Mighty. In less than an around, clanged against the weapon away, until the ground had stilled, did he hour, Niall would be up with him, would Gunthar lifted to parry its deadly sweep. lift his eyes to stare about him. draw his sword and take the vengeance Steel sang. Almost instantly, Niall was that was due his family. driving in again, beating back that sword reat Wodin,” he gasped. The Niall shifted the white bearskin which which opposed him. He drove Gunthar pass was no more. It was covered his side shoulders. Under that back on his heels, making him give G blocked now with crumbled, skin he wore a mail shirt, covered by a ground. splintered masses of stone, with awe- leather kaunake. Around his middle was The earth shuddered beneath them. some slabs of glacial ice. No one could a broad leather belt from which hung a Ice cracked. There was a muted rumble travel through that pass. It was closed dagger and a sword. Over his shoulder off to one side. It was as if the very world forever. He would not be able to return to was his horn hunting bow and a quiver of shared his fury, Niall thought, as he beat the stead of his parents — at least, not long war arrows. down the sword which faced him. the way he had left it. He was excluded Niall disdained the arrows and the “This is the day you die, Gunthar,” he from the home he had known for all his bow. He wanted Gunthar face to face, to growled. seventeen years. The youth was an out- know — before cold steel killed him — “I did no harm to Althia,” the other cast, thrust into a strange land. what it meant to assault the daughter of panted. “She screamed, and others came And yet it was not the tumbled mixture Thorkon the Mighty. Niall trotted faster; to stop me. I fled...” of rock and ice which caught and held his long, thickly thewed legs ate up the “You fled to your death! You know the Niall’s attention. There was something ground that lay between him and the law! To him who transgresses against a else, something within the glacial ice it- man he hunted. priestess of Freya, there is only one rep- self. Niall growled low in his throat. Suddenly the ground under his boots ly! Death!” What was this thing he saw? Covered shifted, rolled, began to rise and fall The ground rolled upward, cresting with ice, yet it had human form. He could rhythmically, as might the waves of the where they fought, pitching them toward see an arm, and the glint of sunlight re- Cold Sea. Niall staggered and grunted. the mouth of the pass and onto softer vealed what seemed to be a golden bra- “May the gods grant I catch him in ground, where tall grasses grew. Niall celet adorning that pallid arm. time,” he muttered. bellowed his war cry and raised his Niall took a few steps forward, his flesh He ran faster, and yanked out his sword. crawling with wonder and readiness. sword. As though the still-distant man “Death, Gunthar!” he roared. Could it be human, that which he was heard that scrape of blade against scab- His blade flashed downward. It made staring at? Now he could see golden bard, he looked back. Gunthar had an arc of light where the sunlight caught hair, lighter even than his own, appear- moved into a passage with no exit; to one it. It slanted into Gunthar’s steel, brushed ing white rather than yellow. There was side was the eternal ice of a mighty glac- it aside, then continued downward into pale flesh, covered in some way by a fur ier, to the other a massive rock wall rising the man’s neck, cleaving through flesh garment. upward to an unscalable height. and bone. Gunthar’s eyes rolled up into And — blue eyes, wide open! Staring It might be that Gunthar realized the his head and he fell backward, mouth at him! futility of further flight, for now he open in a soundless scream. Those eyes pleaded! They called to stopped, turned and drew his own sword. him, begging! Niall ran toward his quarry, shouting in nd in that very instant — The Niall shook himself. “I dream,” he mur- exultation. A ground , pitching Niall mured to himself. “There is no woman in The ground still rolled and pitched, yet forward, over the body of the that ice. And if there is — she must be Niall ran across it swiftly, balancing him- man he had been fighting. There were dead! Long dead!” 25 Dragon Vol. VI, No. 5

Aye! How long ago must she have Her lovely face darkened, her features Thangara. It is long and winding, run- toppled into that ice? Or — been put twisted in anger. “Until a magician came ning across half the world. Could we but there? out of the East and worked his magicks fashion a raft...” Was she a witch? A lamia? in my city, and by them caused me to be Her words drifted off. Niall shrugged No matter! For now he saw, as he borne away and imprisoned in that ice!” his muscular shoulders and said, “It isn’t moved closer to that ice barrier, that she She drew a deep breath, and her eyes around here, so let’s go find it.” was lovely, more beautiful than any roamed the grasslands. “Have you any He began to walk, and after a moment woman he had ever seen before. Her idea what it was like, buried in cold and Clovia followed. They walked the sun eyes were blue, her mouth like a round, darkness — still alive! — for so many out of the sky, pausing at last when the red fruit. Her body was full, her hips years? So many years!” Her eyes fo- shadows lengthened and darkness be- pleasantly rounded. cused on him. “What is the year?” gan to creep across the grasses. They His hand lifted to touch the ice that Niall shrugged. “The year of the Boar, found refuge close by a rock formation. held her. the month of the Ice Gods.” Niall gathered sticks from the fallen Close were her eyes now, even more Clovia rubbed her hands up and down branches of some trees that grew near urgent the message they seemed to be her arms. “That means nothing to me. that stone bulwark, set them together sending. Free me! free me, man of the Ah, well... This is a different world than and made a fire, scraping a bit of flint outer world! free me — and know my the one I left, I know that. Even that ma- against his dagger blade. From his pouch gratitude! It was as though her voice gician is no longer alive. Dalvuus, his he took a bit of meat, some cheese, a whispered in his mind. name was. Ha! If I could get my hands on little bread. Hunkered down, he offered Niall raised his sword and began hack- him...” half of what he had to Clovia. ing at the ice. Frozen chunks flew. Long She looked hard at Niall. “What about They ate, and then they lay at arm’s he worked, and carefully, because he did you? From whence came you?” length, both within touching distance of not want to harm the white body that lay Niall explained how he had followed the fire. Overhead the stars glinted in encased in this frozen sepulchre. Gunthar, how he had killed him, how the black space, and a cool wind roamed the For hours he worked, stabbing with earth had shuddered. His hand gestured grasses. Niall slept soon and soundly. great care at the ice. After a time he at the fallen rocks and tumbled blocks of could reach around the sides of the ice. or three days they traveled body, slashing with his dagger, using it “I can go home no more. The way is F south. The great bow and the as a pick. Slowly he freed the unknown closed. I must reach a seaport and find a arrows Niall carried were put into woman. ship to take me back to Northumbria.” use, felling a deer and then a boar, so Yet there was ice still close about her Clovia eyed him musingly. “Stay with that the young man and the woman ate body. And now Niall paused, knowing me, Niall. Be my guard, my warrior. well. His companion was given to moody that if he cut deeper into the ice, he might Travel with me to Hellios, where I will silences, or so it seemed to Niall. She harm her. He turned and began cutting make you rich.” brooded long and often, her blue eyes some of the tall grasses, arranging them Niall grinned. “Lady, your kingdom slightly veiled. in a pile about the icy statue. may no longer exist. You are an outcast, To Niall, it was a pleasant time. This He set fire to the grasses and watched like myself.” He hesitated, then said, was a new land, and there was much to as the yellow flames began to lick up- “Still, I have a fancy to wander about this see. The unchanging horizon extended ward. Drops of water formed, glistened, warmer world, to sip its ales and wines, as far as his eyes could reach — and he ran down the ice. He cut more grass, to taste its foods. It might be that I will had excellent vision — but as the days piling it higher, growling as the water walk with you, take you to this Hellios.” went on, it became monotonous. from the melting ice dripped and put out Swiftly she twisted off the great eme- Something of this he said to Clovia, some of that fire. rald ring that graced her finger. To go adding, “Even my northland gives me a When the fire had done its work, only a with it, she took off a bracelet encrusted new view every so often. A bear might thin coating of ice remained. with diamonds. “Take these as first pay- rush out at me, or a giant elk, or even a The woman’s body moved slightly. ment, warrior! They are but a small part man who had been outlawed. But here...” Some of the thin ice-crust cracked and of what Clovia will give you if you escort His huge shoulders lifted and fell. fell away. Seeing this, Niall gripped the her safely to Hellios.” “...there is nothing to stem the boredom.” edge of another hunk of ice, tugged at it Niall chuckled, waving a hand, “Keep Clovia turned her head and smiled until it cracked and dropped. them, lady. They look better on you than faintly. “Do not be too sure, Niall. SIowly, And then the woman moved a leg. they would in my pouch. Time enough oh so slowly, I have been remembering. Both legs. Her arms lifted, freeing a hand for reward when I do what you ask — if I We are not far now from the river — and on which a ring glinted. Niall worked fas- can.” from the underwater lair of the sea ser- ter, chipping away gently with his dagger He turned to stare out over the grass- pent Xithalia.” so that more and more of the ice fell lands, which extended as far as he could “Sea serpent? I’ve heard of them. Some away. see. Niall knew nothing about this corner of them dwell in the Cold Sea. But I’ve First all of her body was free, and at of his world. He knew not which way to never known any to swim about in rivers.” last the ice fell away from around her walk, did not know even what direction “The river Thangara is deep, very deep. head and shoulders. Clovia wanted to go. He turned to her It sweeps in from the ocean, and there Her blue eyes gazed upward into those and saw her frowning slightly as she, are caverns inside its stone walls where of Niall. Her full mouth trembled, curved too, studied the vast prairie for a clue. Xithalia dwells.” into a smile. “My thanks, stranger. Ac- In almost inaudible words she was Niall stiffened his shoulders. He did cept the gratitude of Clovia, who was muttering, “This would be the region not like this talk of sea serpents. By Wod- once — many years ago — queen in called Styglinia on the maps I have in! How could he fight off a sea serpent Hellios.” known. If that is so, then there will be a from the deck of a raft? Niall shook his head. “Hellios? I’ve river running through it. But how far never heard of it.” away?” hree days later, they came in Clovia smiled wryly. “Is my fame so Niall grinned. “And when we come to T sight of a river. Its waters moved quick to fade? Once I was mistress of a this river, if we do, where will it take us?” sluggishly between grassy banks mighty fleet, a great army. Kings and She turned to smile at him. “Eastward, rimmed with trees. As far as they could emperors paid me homage, until...” toward the city Hellios. The river is named see, there were no habitations, neither 26 November 1981 Dragon the tents of prairie dwellers nor the mud When they were done eating, Niall He could see the head of the serpent huts of men who had been outlawed asked, “How far do we have to travel to now, as the beast moved out from behind from the cities. reach this city where you were queen?” the sail which had hidden it from his With his sword, Niall hacked down all Clovia smiled grimly. “Many, many view. Vast was the head, wide its mouth. the saplings he could find, trimmed them more days. We are now in a country The creature slavered as it poised above and then lashed them together with tough where my people never went. Why should the deck, where a group of terrified peo- vines that grew nearby. With Clovia help- they? There is nothing here to tempt the ple stood huddled. ing to twist the vines and saplings to- merchants.” Niall reached for his bow. He knew gether, they built a serviceable raft, arrows would be useless against such a though Niall eyed it dubiously. It would hey had been traveling on the creature, unless... have to do; they had no boat, nor any T raft for four days when they saw He pulled his bow, sent an arrow wing- prospect of finding one in these remote the sailing ship. It was in the ing through the air. It hit the scaly hide of regions. middle of the river, its sail billowed out, the serpent’s neck and fell away. Niall They launched the raft, balanced them- yet it did not move. Then Niall saw some- grunted, lifted another arrow to the selves carefully on it, and pushed out thing wet and shiny moving slowly along- string. He took more time, studying the into the river, Niall poling them along. side the vessel. Thick and massive — and distant creature’s movements, before he The sun grew warmer as they made their menacing — was that something. let fly again. way between high banks covered with Clovia cried out. “Xithalia! He has The arrow arced high, then as it began wildflowers. Then they moved into an come from his rocky lair to feast on hu- to descend it drove into the eye of the area where trees all but shut out the man flesh, to fill his belly and then retire serpent. From its open throat came a bright sky overhead. to sleep.” scream of agony. Up reared Xithalia, its Clovia sat quietly, seemingly lost in Niall sought purchase for the pole, to head turning one way and another as it thought. Niall stared about him, his heart make the raft move faster. As he did, sought out the cause of its pain. beating to the pace of this land where he Clovia turned a frightened face to him. Clovia hunched down upon the raft’s was a stranger. How vast it was! He had “What are you doing? You’re taking us deck. Her white hands were clenched never imagined that his world was so toward that thing! Try to go around it. It into fists. To her continued amazement, huge. All he had known until now were may not see us.” Niall was poling feverishly, urging the the cold sea waves and the little strand “Those people aboard that ship may raft toward that nightmare monster, and where his father had his steading. What need help.” shouting as he worked. wonders was he now to see? Clovia stared at him, her eyes wide. “Have you gone mad?” Clovia yelled. All day they rode the river, landing at “What is that to us?” “No, no. Look — The beast is leaving dusk to make a little fire and cook the fish The youth glared back at her. “It may the ship. It is starting to turn, to come Niall caught with a hook and some thin be nothing to you, but I can’t run away to toward us.” cord from the pouch on his belt. let those folk face death.” Niall moved to the edge of the raft,

27 Dragon Vol. VI, No. 5

balancing himself carefully. He drew his youth’s hands. “You saved our lives and warmth of a great log burning in the sword and waited as Xithalia glided the vessel itself. I’ll not be ungrateful.” huge fireplace. They shared bowls of through the river toward him. Niall shrugged. “Just tell me where I rich wine, and when the children had “What can you hope to do with that can buy a little boat. I’m tired of pushing been put to bed Dalamar brought out puny weapon?” Clovia panted. “He will a raft along.” narrow wooden tubes which held maps. open his mouth, gobble you up!” The captain chuckled. “You’ll buy no- These maps he unrolled on a table, Niall grinned. “That’s what I hope he thing. A boat shall be my gift to you.” He and as Clovia and Niall bent over them, does.” hesitated. “But where do you plan to go the captain’s finger traced the route of The great head was over him now, its upon the river Thangara?” the river Thangara from the mountains jaws wide apart. Long teeth glinted in the Niall glanced at Clovia, who said, “We to the sea. On those parchment scrolls, red cavern of a mouth. For a moment travel to Hellios.” there was no mark to point out the city Xithalia paused, then its head darted “Hellios? Where’s that?” Clovia called Hellios. downward. Clovia stared. “Hellios is the most Her face grew paler as she examined Clovia screamed. magnificent city in the world. From its the parchments. Her finger trembled as Niall sprang upward to meet the gap- docks, ships ply all the nine oceans. Its she pointed, “There is where Hellios ing jaw, his sword held up before him as merchants eat from plates of gold.” should be. There!” if he meant to fend off that gaping The captain grinned. “Lady, I wish you Dalamar’s face wore a puzzled look as mouth. only the best, but — Hellios? There is no he stared at where she indicated. He The jaw snapped almost shut—just as such place. I know this river from the drew a deep breath and said, “Lady, Niall fell sideways into the river. But be- ocean to the mountains.” there is no city there. True, there are fore he fell, the thrust lodged his sword The captain walked away and Clovia strange stones standing about — I’ve in the jaw of the sea serpent, with the stared at him, frowning. never put ashore to look at them closely point puncturing the roof of its mouth — but only the wind roams between and the pommel lodged up against its wo days later the ship pulled those stones. There are no people, there bottom jaw. Even though impaled on the T into a wharf before a riverside is no city. Believe me.” sword, those jaws gaped wide. city. Niall was at the railing, star- Clovia turned suddenly and walked Xithalia bellowed. It thrashed its head ing at the many rooftops, at the distant across the room to stand at a window and its vast body, straining to force the shine of sunlight on a golden dome. This and stare out into the dark night. She sword back out the way it came. When was the first city he had ever seen. In his stood there, motionless, for many min- light caught the edge of the blade, it country there was no more than small utes before she turned and came back to could be seen in the beast’s throat cavity, steadings, or perhaps a gathering of them. lodged at an angle that made the serpent steadings together with warehouses in “I have been gone far longer than I had roar every time it moved its jaws up and which merchants stored their goods. believed,” she whispered. “Far longer. down. Water foamed and flew about. “You find it exciting?” Clovia asked When I was taken out of Hellios and put Niall swam to the raft and hoisted him- from where she stood beside him. into that glacier by the magic of the wi- self upon it. His booming laughter rang “I’ve never seen anything like it,” Niall zard Dalvuus, Hellios was the greatest out. “Try now to swallow me, eater of told her, not taking his eyes off the city in my world. Now it is dust and dead men! Maybe now you’ll starve to death.” scenes before him. stone.” He took up the pole, thrust it into the Her lips curved into a smile. “Wait until Dalamar cleared his throat. “But you soft bottom of the river, and propelled you glimpse Hellios. There is a city, a city still live, lady. There is much to be seen in the raft toward the ship which now sat that houses thousands upon thousands this new world. You both must stay here sideways in the river, the people on it of people.” with me and my family.” staring and crying out to him. Clovia “The captain says there is no such Clovia smiled and shook her head. “I rose to her knees, then to her feet, all the place. I’ve spoken with him. He knows thank you, but — no. I must look upon while eyeing the injured and enraged this river as he does his own home.” Hellios once again, or at least upon what serpent, convulsing as it sought to free Clovia snapped, “The man is mad. I tell remain’s of it." itself from that sword. Xithalia lost inter- you, I know Hellios! I reigned there, as Then she gazed at Niall. “Will you est in its prey, and its thrashings carried did my father and my forefathers.” come with me? Or do you choose to stay it farther and farther away, until after a Very gently, Niall murmured, “But that here, or to wander elsewhere?” few moments it dipped beneath the sur- was a long time ago; Clovia. A very long “I agreed to see you safely to Hellios,” face of the water and was gone. time ago....“’ He put his arm about her. the youth replied. “I will keep my word.” Almost in awe, Clovia shifted her gaze “How long were you inside that river of The next morning Niall went with Da- to stare at Niall. “You saved me, barbar- ice?” lamar to the docks, where the captain ian. You saved me.” ‘l — I don’t know. But Hellios must still pointed out a small boat with a mast. “It’s “I saved myself,” he grinned. live. It must!” a cockboat I sometimes take with me Ropes were flung from the ship’s deck. “If it does, we’ll find it.” when I sail out upon the ocean. It’s fast, it Niall caught one, grabbed Clovia with Niall did not notice the sadness in her moves well. I’ll provision it for you, and his other arm, and leaped. His feet found eyes, nor did he pay any attention to the give you a new sail.” the side of the boat, and willing hands manner in which she pulled her cloak “Accept my thanks, Dalamar,” Niall grasped them and raised them upward about her. And though he sensed it when said briskly and sincerely. until the deck planks were underfoot. she shivered, he put that down to the The captain chuckled. “If you hadn’t Sailors were running here and there, cool wind blowing off the land. come to fight the serpent, I wouldn’t be preparing to get the ship under way. The They went with the captain, whose here now. Speak no more of thanks.” sail filled with wind, the hull turned about name was Dalamar, to his big stone Two days later Niall and Clovia pushed until it pointed into the current, and the house on a hillside north of the town. away from the wharf, with Dalamar see- river waters again began to glide past the Clovia would have preferred to be alone ing them off. The wind was brisk. It filled hull as the vessel moved on with the raft with Niall, but the shipmaster would not their sail and sent the craft speeding in tow. have stood for that. The two were to be through the water. Niall waved once A man with a beard came toward them, his guests, to enjoy his hospitality. more to Dalamar, then set his face to the smiling broadly. “My thanks to you,” he They met his wife and children, they east and his big hand on the tiller. happily growled at Niall, clasping the feasted at a huge table, they enjoyed the (Continued on 3rd page following)

28

Dragon Vol. VI, No. 5

30 November 1981 Dragon

Clovia sat in the prow, leaning for- teresting, though he suspected it would no more do the golden banners wave in ward, staring ahead of her as if she were not. What was so interesting about a lot the breezes. Dead. All dead!” trying to will the little craft to go even of ancient buildings? Yet he could un- Niall did not speak. He looked out over faster. She was huddled beneath her derstand why Clovia wanted to walk the ruins which, from this vantage point, cloak, and every so often she shivered. there, to set her eyes on those places she extended as far as he could see. From had known so long ago. the river, a man could not glimpse the or five days they sailed, pausing The little sloop seemed now to run fas- extent of what had been the glory of HeI- F only to sleep for a few hours ter through the waves. It left Norban’s lios, but from atop this high rock the each night along the deserted ri- Tongue far behind and approached a truth of Clovia’s memories was plain to verbank. Always, Clovia urged speed. It mass of tumbled blocks of stone along see. was as though something inside ate at its banks. The woman moved away, walking from her and would not be satisfied until she Clovia stood and cried out, “This was the rock to the earth of the shore itself, stood again in Hellios. They ate their the harbor!” striding slowly forward on what had meals in the boat as it scudded along; Niall moved the tiller delicately, and been paving stones but which were now Clovia would not hear of stopping for a the boat crept between huge boulders half-buried under dirt and grass. She midday rest. jutting out of the river. His eyes scanned went with bowed head, and Niall knew On the fifth afternoon she straight- the land, saw here and there places that she was weeping. ened suddenly, lifted her arm and point- where buildings might have stood in the The youth shrugged. He might as well ed ahead. “See there, Niall! That tongue distant past. Judging by the view from go along with her. Who knew? Perhaps of rock jutting out into the river. My sai- the river, which was obstructed by boul- he might find something here to take lors called it Norban’s Tongue, for the ders and debris, no one would suspect away with him: a bit of buried gold, or river god Norban whose tongue licks up that a mighty metropolis had once even a rare gem or two. He needed mo- the souls of dead sailors and carries graced this shoreline. ney to live, to eat and drink until he found them away to the worlds ruled by the He ran the cockboat in against a big service somewhere as a warrior or a gods. Hellios is not far now.” flat rock, tossed its anchor about a jut- laborer. Niall merely grunted in acknowledg- ting piece of stone, then stepped up onto Clovia wandered along what might ment. He was enjoying this trip. This was the rock and helped Clovia ashore. have been a great boulevard many years his chance to see more of this world into Tears were in her eyes and running ago. From time to time she would pause which he had been catapulted by the down her cheeks. to run her eyes this way and that way, fates — though there was little to see, “Gone," she whispered, so softly that and the wind blew her pale hair about her outside of the river and the plains and the Niall could scarcely hear her. “All gone, face as though to hide the tears that forests through which they sailed. all the ships, all the riches. Forgotten by streaked her cheeks. He hoped Hellios would prove be in- the world. No more do the armies march, “There stood my palace,” she said to

31 Dragon Vol. VI, No. 5

Niall stood over them as Clovia came running up. “You killed them all,” she accused. “They might have told us something!” “What could such as these have told you? They’re eaters, and I would guess they eat human beings, too. Still, I think they have told us a little.” “What do you mean?” He knelt, stripping golden rings and armbands from the dead men, and held them up to Clovia, who stared at them with incredulous eyes. “Those were made in Hellios!” she said. "I know that workmanship.” Her words tumbled over themselves as she sought to explain. “This ring was made by Frondag, who fashioned jewelry for me. Ah, and this armlet by Rogonor, whose artistry in gold has never been challenged. But how can this be? It was so long ago!” “Gold doesn’t die,” Niall reminded her. She shook her head impatiently. “No, no. I didn’t mean that. Where did they find these things? That’s what I want to know. If they stumbled on some lost hoard of gold, so can we!” Niall grinned exultantly. “Now where would such a hoard be hidden?” “In the palace, of course. And it is just over there.” They ran to where colored columns and tinted stone blocks lay in mad disar- ray. Clovia began to search with Niall at her side. They turned over stone blocks, #hey dug where she suggested, but the Niall, pointing. “Its walls were high, its held the blade. out before him as he ruins were too heavy, and too much buildings the glory of our city.” moved forward. with Clovia following earth had blown into what once had The young Northumbrian muttered. close behind: been stairways. “There must be some gold left, some- Suddenly a shrieking sound split the Niall stood at last, scowling. “There is where around here. You would know the air from ahead of them. From behind the a different way into the cellars. There has location of the vaults. Take us there.” tumbled stones of the dead city rushed to be. Those ragged men I killed would She shook her head slowly. “They half a dozen men. They held clubs and never do any digging. Besides, if they would have taken all the gold, the jewels, rusted swords. They wore the barest of had, we’d see some sign of it.” when they abandoned Hellios. There will rags, and their feet were bare. They Clovia sat on a fallen column. “Yes. be nothing left.” looked like less than a match for the bur- There’s a way in that is not blocked by “How can you know unless you look? ly young Niall, but they also looked de- rubble. All we have to do is find it.” You know nothing of what happened termined and desperate. They searched until hunger sent them here. You were locked inside the ice,” Niall roared a battle cry and ran to con- back to the boat for the leathern sacks Clovia smiled abruptly, holding out front them. He easily ducked under a that held their food and drink. As the sun her hands to him. “You are right, as al- thrown club, and a second later he was in sank, Niall built afire in the shelter of two ways. I have been so sunk in my sorrow the midst of them. His sword” lifted and standing walls, and there he cooked a that I have forgotten I am alive, and that I fell, sliced and thrusted, and suddenly meal. will need gold to go on living — if I three of the ragged men were down, their While they were eating, Niall heard the choose to do so, that is.” blood staining the grass and stones. beating of wings. Outlined against the “Well, I choose to live,” Niall grumbled. As he struck and parried, Niall scanned darkening sky, he saw small flying things. Laughter rang out — the first time he these men, seeing something besides He was about to put more meat in his had ever heard such a sound from her. their rags and rusted weapons. Some of mouth when he sprang to his feet instead. “Yes, Niall. You are my warrior, my army. them had thick bracelets on their arms, “Those bats!” he shouted. “They can And it is the duty of a queen to care for one or two possessed rings, and all of the show us the way in!” her warriors. Come along!” adornments seemed to be made of solid Clovia stared at him. “What?” She took but one step, and then his gold. “Bats nest in caves — or an under- hand shot out to catch and halt her. He The three men still alive whirled and ground place like a treasure house. Or a lifted his other arm and pointed, fled but Niall ran after them, bellowing in corridor that will lead us beneath your “I saw something, some sort of move- his battle-lust. Where two walls stood palace.“. ment. There ‘may be wild animals here, close together he cornered them and Clovia licked her lips. “Then let’s go Clovia. Get behind me." moved in with sword swinging. find it.” He drew the sword Dalamar had given The overmatched men fought grimly, “Not until the bats return,” Niall re- him — his old blade, he suspected, was savagely, but within moments they lie on sponded. “Now, you sleep. I’ll watch for still caught in the serpent’s jaws — and the ground, dead or near death. them.”

32 November 1981 Dragon

When the woman had rolled up in the driven by all the power of his brawny “No. Something more important than cloak and fur wrap which Dalamar had arm, and flush against the forehead of gold or jewels,” Clovia murmured, shak- given her, Niall sat back against a stone the beast-thing it landed. ing her head. Her fingers tightened once pillar and let his thoughts roam. He liked The creature bellowed. Its mouth again upon his arm. “Come! This has the excitement of this strange land into gaped wide, showing fangs that threa- restored hope to me. There is something which he had come. Even more, he liked tened but could not penetrate Niall’s de- here, something waiting — sleeping, the idea of finding treasure. For hour fenses from such close range. Niall lifted perhaps.” upon hour he yielded to his dreamings, the rock and hit with it again and again. The big barbarian shrugged. “I care staying alert but preoccupied. He drove the creature backward with the not for anything like that. What good With golden coins, he could travel rock-blows, never giving it a chance to would that do us?” leisurely about this land, discover its steady itself for a counterattack. Clovia glanced at him slyly, smiling deepest secrets, know its fairest women. “Water!” Clovia’s voice cried from be- faintly. “Ah, but there will be treasure, There might be jewels too, and a mere hind him. “It cannot stand the touch of young man. Treasure so great ten boats handful of pearls or rubies or diamonds water!” could not carry it. Are you interested?” would make him a rich man. Niall feinted another attack with the Niall grinned, putting his hand on her Niall chuckled. As a rich man, he could stone, then suddenly leaped toward the shoulder and squeezing it. “Lead on, return home to Northumbria, he thought, beast, his arms spread wide. He grabbed lady. We’ll forget about waiting for the but then he scowled. Northumbria held the leathery beast around the lower part bats.” no secrets from him; he knew it too well. of its torso, bore it backward, and rolled Clovia walked forward, at times almost Instead, he would roam this world into over and over on the ground with it. The breaking into a run. It seemed as if her which he had been cast by the ground river was not far away. memory were coming back to her, as if in itself, and he would make a name for The young warrior snarled. He strug- her mind’s eye she could see Hellios as himself. gled to regain his feet and lift the thing she had known it when she had walked He was reflecting on this when he off the ground. While straining to raise it, its streets. Niall followed at a strolling heard a stone roll across other stones. Niall began to move forward. pace, keeping up with her, fingering his Instantly he was ready, rising quietly, lift- The monster’s arms and claws raked at again-empty scabbard. He felt partly ing out his dagger. If death or danger him, digging into his arms and shoulders. naked without a sword at his side. Ever came crawling forth in dawnlight, he Niall grunted in response to the pain, but since he had been twelve years old —and would meet it. did not lose his grip. Now he was able to a huge child for his age — he had walked Then it came, a nightmare-thing with walk carrying the beast-thing. The river with the weight of a sword dragging five legs and three arms, hunched over was closer... closer. down his belt. so that it seemed to be a ball of black Within a few feet of the bank, Niall left Clovia went between still-standing leather with red, glowing eyes. his feet in a lunge. Still clinging to the walls and broken columns, following an The thing moved in the direction of the leathery creature, he toppled into the unseen path. Twice she hesitated, stand- sleeping Clovia, and Niall saw fangs glint water. ing motionless and staring about her, in the dying firelight. Immediately there was an awful hiss- frowning, before she resumed her stride. He rushed forward, putting his body ing. A stench rose into the air. Niall At length she came to what must have between the leathery thing and Clovia. choked and felt nausea all but over- been a big building. Between its walls His shoulder hit the beast’s body as he whelm him. The thing he clung to was she walked, on ornate paving stones swung his dagger in a short, vicious arc. weakening quickly. Its struggles were half-hidden under grass and wildflow- The short blade bit deep. The beast- not so savage, and in a moment it was all ers Then she paused at a place where thing bellowed, lunged for Clovia and but inert in his grasp. two walls met, and Niall could glimpse a missed her by inches as Niall forced it to Niall felt the touch of hands from be- larger paving stone set among the others. one side. They landed hard on stones hind him, trying to help draw him upward “Lift this,” she said, tapping the stone and turf. Quickly Niall was back on his out of the churning water. He released with a foot. feet. Now he had time to yank out his his grip on the beast’s body and allowed Niall knelt and slid his fingers beneath sword, and he drove forward with it. himself to be dragged back onto solid the bluish stone. Rising from his knees, A clawed hand swiped at him. Niall ground. he straightened his back until his arm ducked as he saw and felt his sword He stood tottering at the river’s edge. and shoulder muscles bulged. Slowly, slash into a leathery shoulder. Then their Clovia was beside him, gripping his arm the stone came up. It was well over a bodies were twined together as he sought tightly as she stared into the water. minute later that he had raised it high to free his steel from the beast-flesh The creature was disappearing — dis- enough to topple it, revealing a narrow where it was lodged. solving in the water! Fumes rose from the stairway beneath where it had lain. The body of the thing he fought was bubbling river, fumes that made Niall “Let me enter,” Clovia said. hotter than a man’s body, as if heated curse and draw Clovia away from the But Niall held her back, drawing his from within. Its breath was nauseating. river bank. dagger. “There may be dangers down Niall twisted, partially freeing himself of He drew a breath. “How did you know there, lady. Let me go first. You follow.” the grip of those mighty arms and taking that water would slay that thing?” He put his feet to the stone of that scratches across his shoulders from the In a voice trying to be calm, Clovia ancient staircase, descending into al- long, sharp claws. replied, “It was a thordio, a thing that had most total darkness. The sun’s rays did Then his sword blade came free. Niall come to my city from some forgotten not penetrate far, but they showed the glanced at it and gasped. It looked as world long ago. In my time it was only a barbarian the shape of a tunnel stretch- though acid had eaten at it. The flat of legend. Something seems to have sum- ing out ahead of him. the blade was pocked with pits and moned it back now. But why?” Clovia was right behind him, fingertips holes. And its once-sharp edges were She stared at the ruins of the city and touching his back. “Search along the now dulled and eaten away. asked harshly, “What is there to protect walls. There ought to be torches thrust “Wodin All-Father!” he gasped. here? What purpose would there be in into iron holders.” Niall dropped the sword, and in the summoning the thordia out of its own By groping in the darkness, Niall dis- same motion reached for a paving stone. world to roam these ruins?” covered a length of resin-soaked wood. He slammed the rock against the face of To Niall, the answer came quickly. With flint and a bit of steel from his the awful being. Fierce was that blow, “Treasure.” pouch, plus some tinder, he made a 33 Dragon Vol. VI, No. 5 flame and ignited the torch. Holding it He could not move a muscle. ever seen. Its edges looked sharp enough high, to cast the light as far as possible Laughter shook the corpse-like being. to shave the hair from his head. He into the tunnel, he moved on. Dust rose from the half-rotted garments moved it back and forth, getting to know It was dim in this tunnel, even with that that clothed it. “Foolish youth, foolish its feel. torch, but there seemed to be nothing queen. Think you so easily to overcome Clovia said dreamily, “There is a guard- dangerous lurking within. At length they Dalvuus the Mage? Pah!” He raised a ian over this dead world, placed here came to an oaken door, barred in iron hand. “I banish you both to oblivion! Be- eons ago by those who created this and with a rusty lock. gone, the two of you!” place. His name is...his name is...I can- Clovia said, “This is the treasure house Niall felt himself being lifted upward, not recall!” of my people. Stand aside, Niall.” then plunged into cottony clouds that “Try! If ever you would return to our From her pouch she drew a small pierced his flesh with cold. He was va- own world, woman —think!” length of steel. At Niall’s questioning guely aware that Clovia was beside him, Clovia looked up at him, eyes wet, look, she smiled wryly. “This I took with screaming with terror rioting in her veins, tears running down her cheeks. She me — unknown to Dalvuus, naturally! — and he reached out through that cloudi- shook her head, her misery plain to see. when they stole me from my palace.” ness to grasp her arm, draw her closer to “It’s no use. I just can’t remember. Dal- She fitted the key into the lock, but him. vuus has won!” could not turn it. Niall grasped her upper Like that, they fell through nothing- Dalvuus? arms, moved her aside, put his hand to ness... It was a word from out of the very air. the key and, after grunting a bit from the Niall grunted, lifted his sword and stared exertion, turned it. His big hand pushed about him. Clovia gasped and clung to the door wide. iall opened his eyes to stare his side. They looked in at a big room, fitted out N upward at a yellow sky, a sky in Who is it who speaks of Dalvuus? with chests and coffers of varying sizes. which no sun glowed. He rose A vast green shape appeared high As Niall strode forward, holding the torch up on an elbow and saw Clovia lying above them, seeming to grow in size before him, he saw what appeared to be beside him, unconscious but breathing even as it lowered itself to the bare a corpse lying atop one of the biggest normally. He lay upon ground that was brown ground where Niall stood with chests. But it was not the sight of the brown, riven here and there by fume- Clovia. The greenness was a vast cape or body that his eyes rested on last. roles from which steam rose into the air. cloak, or appeared as such, with a hood This world was hot, wherever it was. beneath which was utter blackness. hor!” rumbled Niall. “What a Already, Niall could feel sweat oozing What know you mere mortals of T sword!” It lay beside the corpse, from his pores. He lifted himself to his Dalvuus? Long and long ago did its haft glittering from the torch- feet, realizing that his fist still held Dalvuus live! light, its scabbard revealing the jewels Blood-drinker. Niall found his tongue. “He lives still, with which it was emblazoned. Its blade He looked around. Everything was back in that land from which we came! was partly out of the scabbard and shone desolation here. Ruin, emptiness, There He sent us here, to perish.” brightly, unaffected by rust or decay. was no life, except for himself and the The darkness under the hood seemed Niall sprang to that sword, caught hold woman who had been queen in Hellios. almost to meditate. The cape which sur- of the scabbard, yanked free the blade. “Tartarus,” breathed a voice at his feet. rounded that darkness swirled as though He held it up, staring at its length. Never Niall looked down at a haggard Clovia, blown about by mighty winds. From it had he seen such a weapon as this; he then put out a hand to yank her to her stabbed an arm tipped by a dark hand. had not believed that one could exist. feet. She shuddered and great tears Would you return to where it is Clovia said softly, “That is the weapon rolled down her cheeks. Dalvuus lives? Would you slay called Blood-drinker. It belonged to my “The gods have abandoned us,” she Dalvuus? father, to his father, to all my male ances- wept. “There is no hope now. We will die “I would,” Niall rasped, “if by his tors who were emperors and kings in here, without food and water.” charms and incantations he gave me a Hellios.” Niall scowled blackly. He was not one chance to use this sword on him!” “I claim this as my reward,” Niall exult- to admit defeat so easily. He had been Only I can send you back to that ed. “Just this! With it I can gain all the put here, true. Yet where he had entered, world. And only I have the power to gold I’ll ever have need of!” he could leave. draw you back here — should you Clovia gasped, fell against Niall. “Niall! “Think, woman!” he urged. “If you fail in your quest! Look! By all the gods of Hellios — that know of this place, you must know more The strange voice paused, as though thing is alive!” about it. If there is any way out of here the black being in the vast greenish A rustling drew his attention to the — any way at all! — it’s up to you to re- cloak were thinking. Niall spoke into that body on the chest. The hairs on the back member what it is.” silence. of his neck rose up stiffly as he saw the She stared up at him, eyes rimmed by “Return us and I’ll kill Dalvuus for thing stir, move, begin to sit up. Eyelids tears. She shuddered, rubbing her hands you!” opened, and reddish eyes peered at on her arms. “No one has ever returned Eerie laughter rose from the seeming- them from under hairy brows. from here. No one!” ly empty hood. “Who disturbs my slumbers? Who Niall growled, “That’s no answer. What Rash mortal! Dalvuus cannot die. comes to the treasure room of long-dead is this place? What do you know of it?” Oh, yes — as you know death, he HelIios?” “Tartarus is a magic region created by can. But should you slay him, his Clovia moved forward, eyes wide, her great wizardry. Only the mightiest magi- soul would come here to me, Tar- lovely mouth distorted in a mixture of cians know the way to and from it.” Her tarus. Ah!... I have waited long for horror and hate. “Dalvuus! You — still eyes widened. “From it... Yes, there is a that, to exact my vengeance! — live!” way out, but I know it not. When I was Go then — back from whence “Slay him! Slay him!” Clovia screamed. queen in Hellios, I studied the history of you came! With my protection! Niall lifted Blood-drinker, but in that many magicks, as a pastime...” moment — even as he tensed himself to She broke off, stood with bowed head, iall felt the world shift leap forward — he found himself frozen. deep in thought. Niall eyed her for a N about him, knew an instant of The reddish eyes of Dalvuus fastened on moment, then took to studying his sword. queasiness, and then he stood him, held him as helpless as any babe. It was a splendid blade, the finest he had upright in the treasure chamber of the 34 November 1981 Dragon

kings of Hellios, and beside him, her arm Ten men in mail shirts came marching Up to a blank wall Dalvuus ran. His in the crook of his arm, was Clovia. His into the throne room, and Niall viewed hands went out to the cold stone — and fingers tightened about the haft of Blood- them with narrow eyes from a hidden where he touched, the stone slid back. drinker. vantage point. A man followed them in- Dalvuus leaped through the opening, His eyes swept the chamber. All was as side. It was Dalvuus — but what a change and the stone wall closed just as Niall it had been when they had entered it, there was in his appearance! No longer arrived. The warrior cursed silently as he except that the magician had vanished. did he wear age-rotted garments, but heard faint, mocking laughter from in- The woman shuddered. now he strode along in an ankle-length side the passage. “He’s gone,” she whispered. garment of ebon blackness on which From behind him came the sound of “But not far,” Niall bristled. “Come were sewn thaumaturgic symbols in sil- sandals slapping the stone floor. He on!” ver thread. A golden cloak hung from his whirled, swordpoint thrust up so that He ran along the corridor, touching shoulders. Clovia almost ran herself upon it. He let the wall blindly, for Dalvuus had taken Niall bellowed and leaped out of hid- the blade drop and caught her in his the torch. In utter blackness he ran, lis- ing, placing himself between the guards arms. tening to Clovia crying out his name and and Clovia. “He’s escaped me,” he growled. stumbling after him far behind. Up ahead Instantly Dalvuus halted. His eyes went Clovia tried to catch her breath, shak- he saw faint light, and he ran as might the wide, his mouth fell open. Just for a mo- ing her head. At last she said, “No, no. leopards of Poranga, so swiftly that his ment he was paralyzed by amazement. Just a trick. A trick I know. Let me at the feet seemed scarcely to touch the stone Then his arm came up and he cried out wall.” floor. orders to the marching guards. She reached to the wall, touched it Up the stairs he leaped, into daylight. “Slay that man! And the woman with with her fingertips as Dalvuus had done. His booted feet slid to a halt. “Wodin,” him!” “See? It operates in this fashion. Hidden he breathed, and stared around him. But before any of them could react to valves force air into locks and — see! The No longer were there ruins here. No! his voice, Niall was upon those warriors. stone turns.” Upward around him rose the wails of a His blade darted once, twice, and two Niall caught her up and leaped through mighty palace. Great marble columns men dropped. Nor did he pause, but the opening. Into a small antechamber ran here and there, upholding a ceiling came on like a maddened elephant, his he ran, still carrying the woman. Ahead on which glinted gold leaf and brilliant sword out before him, slashing, cutting. was an oaken door, reinforced with iron. paintings. There was a throne at the far “Abaddon,” chanted Dalvuus. “Great Setting Clovia down, Niall ran forward. end of this vast chamber, and at the other Abaddon, hear me! Slay this man who He leaped at the door, boots upraised, end, massive doors opened onto a sun- kills my soldiers. Slay him and — ” and slammed into it with all the fury his drenched street. Dalvuus paused for breath. Six of his massive body could muster. He heard Clovia sobbed behind him, half in and men were down, and Niall was fast upon wood give way, heard and felt the screech half out of the stone stairway, “Hellios,” the others Like a Styrethian lion, he of twisting metal . . . and the oak door she breathed, “as I remember it! What moved here and there, out of reach of the burst open. magic is this, Niall?” blades that sought to sap his life’s blood, Niall stood in the open doorway, star- He growled low in his throat. “Dalvuus always slashing back in return and slic- ing into a chamber fitted out with strange is behind it. By some great spell, he has ing through flesh and bone. vials and alembics, with hornbooks and made that which was, now be again. But Dalvuus turned to flee, his robes flap- palimpsests on racks and shelves. Stand- where is the swine?” ping as he ran, and after him went Niall, ing before an altar of black stone, his They heard the tramp of sandalled feet blood dripping from his sword. Niall back to the door and arms upraised, was from outside the huge doors. Niall knew could run like a frightened deer, but Dalvuus. the tread of soldiers when he heard it. He there was speed in the magician, too. He “Great Abaddon, do not abandon me swung about, lips lifted in a silent snarl, fled up one hall and down another, never in my time of need! Heed my call, great and he held Blood-drinker ready. pausing to glance back. lord of evil! Come to — ” 35 Dragon Vol. VI, No. 5

“Foul slug,” bellowed Niall, running of the magician. Dalvuus stiffened, his “The thing we saw in Tartarus. It — forward. “Prepare to die — and to be eyes went wide. came for Dalvuus! It caught his soul — or welcomed into Tartarus by one who has Still with that sword thrust into him something — in its grasp and carried him waited a long time to get his hands on from chest to back so that a foot of steel off.” you.” protruded from his spine, he staggered Sweat was running down Niall’s face. Dalvuus swung about. Utter fear was forward. Toward the canister his halting With a brawny arm he wiped it away, and etched on his face. His lips were drawn steps took him, hands outstretched. then a grin rose on his face. back, his eyes distended. Stop him, barbarian! “He has what he wanted, that one. “Begone, creature of this world! Be- Niall leaped between the mage and the Now we shall take what we want.” gone, into that world of Tartarus where alembic he was after, intending only to Clovia asked, “And what is it you want, once I sent you!” forestall the magician until he must cer- Niall?” The mage lifted his arms, made mes- tainly succumb to the sword upon which “Gold! Gold and jewels to see me on meric passes with his hands. Yet still did he was impaled. my way in this new world — new, at least, Niall come for him. Dalvuus laid his hands on Niall, sought to me — into which I have been tossed.” His arm went about her, hugging her. Now Dalvuus screamed, sought to es- to push him aside. His eyes were wild, pleading. Niall did not know why, but “Together, we can be rich, Clovia. We cape by dodging behind the altar. His that voice he had heard was warning can hire a boat to take us to the south- hand lifted a vial of purplish liquid and enough. He stopped him: His big hands land, into rich cities.” hurled it at Niall. came up, caught Dalvuus, held him mo- Clovia brooded. “I don’t want to go.” Clovia screamed shrilly. Niall ducked tionless — and in that instant, the magi- Niall stared at her. “Not go? What will under that hastily hurled glass tube, cian collapsed and died. Niall’s grip re- you do, then? Die here?” heard it fall and break on the floor behind laxed, and the magician’s dead weight Her shoulders lifted in a shrug. “It mat- him. Purple, searing flames leaped up- sifted through Niall’s grasp and crumpled ters not to me. Hellios is dead. I might as ward from the spot, and Niall knew that to the floor. well be dead, too.” had that vial broken on his body, he A blackness was now in the tower “Nonsense. Come along! Feast your would have been burned alive. room, gathering slowly. Niall knew what eyes on treasure and you’ll change your Dalvuus whirled and fled as soon as he that blackness was, and he shrank from mind.” threw the vial. His hands reached for a it. He drew her unresisting toward the corner of the wall, and that wall also Yet that darkness held no menace for narrow stairway, relighted the torch Dal- turned as he touched it, revealing a nar- the big Northumbrian. It crept toward vuus had dropped, brought her with him row passageway. Dalvuus leaped for the Dalvuus, slowly, and as though aware of back to the treasure chamber of the em- opening. its coming, the mouth of the dead magi- perors and kings of Hellios. Clovia The magician was swift, but Niall was cian opened as if to scream. watched as Niall emptied out a section of fast as lightning. No sooner had the ma- Then the blackness touched Dalvuus, the leather pouch he carried at his belt gician entered the narrow opening than embraced him. and began to fill it with the biggest gold Niall was at his heels. Dalvuus stayed in And Dalvuus — or that essence which coins, diamonds, rubies and pearls he the lead as the pair threw themselves up still lived within him — did scream. His could find, making his selections care- the narrow stairs leading to the top of the body had dropped, yet some part of Dal- fully. When his treasure pouch was full, tower they were in. vuus struggled as the blackness took he turned to the woman who had sat on a Dalvuus ran into the topmost room of over. Was this an act of Dalvuus’ soul? chest and watched him, vacantly smiling, the tower and his hands went out toward Niall did not know, did not want to know. “Aren’t you going to take anything?” a metal canister that stood upon a stone Go, earthly being! Flee! And take he asked. “You’ll need money in that table. with you my gratitude! world outside.” His hands grasped that metal alembic, Niall yanked his sword from the cad- Slowly she shook her head. “I will re- sought to tear away its cover. Niall did aver that lay upon the stone floor, then main here. You go, Niall — with my not know what power was in that thing, ran. Swiftly had he run up those narrow thanks. You helped destroy Dalvuus. but he knew it would be deadly to him. stairs in pursuit of the mage. More swiftly You brought me here, to my birthplace. He caught the mage from behind, fas- still did he run down them, back into the Here I shall stay, at least for a while.” tened his big hands on Dalvuus’ wrists, room where he had left Clovia. He tried to argue, but she was adamant. and exerted just part of the strength of He said no word but snatched her up, She walked with him to the cockboat, his mighty muscles, Abruptly, Dalvuus’ still running. He bore her over his shoul- watched as he tossed the anchor into the fingers were pulled from the metal top. der as he ran, with Clovia yelling ques- boat and then entered it himself. The Then Niall whirled Dalvuus’ body around tions, asking if he were mad. wind had picked up; the sail filled rapidly. and drove his fist into his face. Downward he ran, downward until he “Come,” begged Niall, making one last The magician reeled back several stood on the ground floor of what had plea. “Come and see this world which steps, affected by the blow although he been a palace thousands of years before, will be new both to you and me.” was apparently using some form of mag- and was now again —at least for the time Clovia only shook her head, and in that ical protection. Such a blow would ordi- being. As Niall ran, he saw that the walls instant, Niall realized how very old she narily have crushed the skull of a man his and floor, although still seeming solid, was, though her flesh was that of a ma- size. He retreated until his back touched were shimmering and fading. ture woman only. She lifted a hand and the cold wall of the tower-top. In a daze, Just as he started to lower Clovia to waved it, and as she did, the breezes he raised his hands. the paving stones outside, the buildings caught the cockboat’s sail and bore the “Bythagm noith juglasteros...” he be- disappeared, and they once again stood craft out into the middle of the river. gan to recite. on the grass-infested debris of a ruined Niall turned back once, as the wind Niall felt a coldness begin to form in Hellios. whipped her garments about her body the tiny room. His lips pulled back. He Slowly he lowered the terrified Clovia and she walked back to the ruins of what had had his fill of sorcery. to the ground. Her eyes stared up at him, was mighty Hellios, long and long ago. The young warrior drew Blood-drinker mutely questioning. Niall could not see the glistening tears and thrust with it before the magician “What was it?” she quaked. “Why did as they ran down her cheeks. Nor could had time to finish his incantation. The you run so fast? What frightened you he hear the silent sobs as they shook her weapon’s full length went into the body so?” body.... 36 November 1981 Dragon The CREATURE of RHYL A Basic D&D® adventure by Kevin Knuth

Background for players After the creature’s raid on the castle, of the party are beginning to wonder The country of Rhyl has been beset King Namreh ordered his army to search what did cause the other missions to fail nearly every night for many years by a the mountains and discover Astylis’ com- if it wasn’t the goblins and the wilder- large, terrible creature that flies out from plex. The soldiers made two forays into ness. Finding Astylis’ residence was a the mountains near the city of Asereht. the mountain wilderness, but each time simple matter; the skeletons and pos- The creature soars over farmland, pick- were harassed and eventually driven sessions of some of those who had gone ing up livestock or an occasional unfor- back by goblin raiders. Since the failure before were littered through the moun- tunate farmer and carrying the victim of the second assault, the king has taken tain passes like a trail. And Astylis, if he back into the mountains. After the crea- to commissioning small parties of mer- was inside, was making no attempt to ture appears, the early-morning air in cenaries and adventurers, sending them discourage intruders. The entry to the Asereht is unusually cold and misty. into the mountains with promises of complex, as well as the stairway leading Nearly a year ago the creature broke great reward upon the completion of the up to it, is found to be free of traps and through the wall of King Namreh’s castle rescue mission, and hoping that a small unlocked. and carried off the king’s son, Prince body of searchers will be less likely to Your mission, as prescribed by the Laechim, along with a large amount of attract the goblins’ attention along the king, is to go to Astylis’ complex (so far, the royal treasure. Since that incident, way. so good), rescue Prince Laechim plus which did not seem like the act of an For reasons which the king has never the royal sceptre and crown and the Rod unthinking creature interested only in found out, none of these rescue parties of Cancellation and Medallion of ESP food, King Namreh has suspected that has ever returned to Asereht. Your party that were also taken, and kill the fear- the creature is somehow under the influ- is now attempting to be the first. some creature that seems to be under ence of the mad magician Astylis, who is The trek through the wilderness has the wizard’s control. After taking one last believed to reside in the mountains in a been, amazingly enough, uneventful. No look around at the outside — and hoping vast complex at least two days away on goblins, and little else of note except for you will see it again soon — you turn foot from Asereht. some harmless wildlife. Some members toward the entrance and step inside.

37 Dragon Vol. VI, No. 5 The CREATURE of RHYL Notes for the Dungeon Master on the floor in front of the door is a green 1. Entry Hall: As you enter this room This adventure, designed for use with circle. you see a doorway in the center of the the D&D® Basic Set rules, can be played north wall. To the right of the door is a by as few as two or three characters or as Area B: Ahead of you is a large fire pit. passageway that seems to angle off to- many as half a dozen. Some of the res- You cannot see what is beyond it. (The ward the northeast. Lining the east and cuers can be first-level characters, but a fire pit is an illusion and when anything west walls are sconces which hold the strong party would probably include at touches it, it will disappear.) Painted on remains of burnt-out torches. On the least one third-level spell-caster or a pair the floor is a red circle. east and west walls are hung shields of non-spell-casters (fighter types) of at Area C: Painted on the floor in front of bearing the image of a dragon. Above least second level. the wall is a blue circle. the doorway on the north wall is a pair of The structure of this module provides crossed swords. Against the west wall is an opportunity for the Dungeon Master Area D: You see a long corridor lead- a wooden bench. to embellish the environment with more ing into the darkness. (The corridor is an detailed descriptions of “empty” areas, illusion. After the party advances 10 feet 2. Storage Room: This is a small room and perhaps introduce a few new chal- east into the corridor, they will fall into a containing four chairs, a bench and a lenges for a formidable party. (For in- pit. When they fall into the pit, the illu- round table. On the table, covered with a stance, the trip through the mountains sion disappears and each member will thick layer of dust, is a wooden box of doesn’t have to be uneventful....) In some suffer 1-4 HP damage from the fall.) nails, a hammer, 30 feet of rope and a places, it may actually be necessary for Painted at the bottom of the pit is a large lantern. Next to the table is a large box the DM to fill in particulars at the players’ yellow circle. The pit is 30 feet deep, 20 filled with scrap wood. request. For this reason, anyone intend- feet long and 10 feet wide. ing to DM this adventure for a party of 3. Guest Room: Against the northwest player characters should read the text wall are two beds, their canopies yel- thoroughly to develop a “feel” for the lowed with age and laced with spider places where imagination and ingenuity webs. Next to each bed is a nightstand. might be needed. On one of the nightstands is a lantern and an hourglass. There is nothing on Standard dungeon features the other nightstand. Against the south- All doors in this complex are eight feet west wall is an empty chest of drawers. in height, four feet wide, and one foot There are two doors on the southeast thick. All doors are made of oak. All walls wall. are two feet thick unless otherwise indi- cated on the map. The corridor ceilings 4. Guest Room Closet: Except for a are 10 feet high. shelf and some pegs in the wall, the closet is empty. Wandering monsters In the upper level, roll for wandering 5. Guest Room Closet: In this closet is monsters every three turns. An encoun- a chest which is empty, a shelf and some ter occurs on a 1 in 12. Then roll d4, pegs in the wall. treating a roll of 1-2 as 1 and 3-4 as 2: 1) 1-3 goblins (HD:1-1; #AT:1; 6. Privy: This room is empty. Along the D:1-6; AC:6; SA:None). east wall is a trench which slopes from 2) 1-3 giant rats (HP:1-4; #AT:1; either side toward the center. In the cen- D:1-3; AC:7; SA:Anyone bit has a ter is a hole in the floor about one foot in 5% chance of contracting a serious diameter. disease). In the lower level roll for wandering 7. Stairway: A stairway descends 30 monsters every two turns. An encounter feet into darkness. Lurking at the bottom occurs on a 1 in 6. Then roll d4: of the stairs are two goblins (HP:6,6; 1) 1-7 goblins (HD:1-1; #AT:1; #AT:1; D:1-6; AC:6; SA:One has a +1 war D:1-6; AC:6; SA:None). hammer). 2) 1-5 giant rats (HP:1-4; #AT:1; D:1-3; AC:7; SA:Anyone bit has a 8. Guard Room: This is a small, irregu- 5% chance of contracting a serious larly shaped room. There are beds a- disease). gainst the north and southwest walls, 3) 1 shrieker (HD:3; #AT:0; D:O; each with a blanket, a mattress and a AC:7; SA:Emits a piercing screech pillow. There is a chest of drawers, which which has a 50% chance of attract- is empty, located against the northeast ing other wandering monsters). wall. There is a lantern on one a night- 4) 1-3 giant ants (HD:2; #AT:1; stand next to the bed on the north wall. D:1-6; AC:3; SA:None). There is a door on the south wall.

ASTYLIS’ COMPLEX 9. Guard Room Closet: In this closet Upper level there is a shelf lying on the floor. There Area A: Before you is a door. Painted are pegs in the wall, from which are hung 38 November 1981 Dragon

18. Diamond Room: This is an octago- nal room, 30 feet from side to side. The walls, ceiling and floor are constructed of shining white marble. There are four identical doors to the room, including the one through which you entered. In the center of the room, facing the way you entered, is a gold-colored statue of a human fighter holding a sword raised above his head in his right hand. Its eyes are of clear crystal and there is a bright green light emanating from them. Shortly after entering the room, you notice that the green light in the eyes of the statue fades and turns to red. A few seconds later the red light fades and turns to blue, then to yellow, then to green and red and so on. After the players enter this room, the entire diamond-shaped section, which includes Rooms 8 through 16, begins to slowly rotate. As the section rotates, the doorway at Area A rotates as well, con- tacting in sequence corridor B, then C, then D, then A again, and so on. The eyes change color according to the corridor the doorway is facing out onto, matching the colors of the circles in each of those corridors. The rotation will be noticeable to the players, but since they are near the center of the rotation, their ability to move about will not be greatly ham- pered. They will be unable to stop the rotation, except by the method described below, but it will not be harmful to them. Note: The statue does not rotate. The rotation will stop as soon as one of the party members succeeds in opening one of the four doors. (How to accomp- lish this is described below.) The door- way which started out being at the end of corridor A will end up in front of one of the four corridors, and the statue’s eyes will glow with the color of the circle in a blue robe and a leather pouch. (In the mattress. Next to the bed is a nightstand. that corridor. The stopping point of the leather pouch is a Giant Strength Potion.) Against the southeast wall is an empty doorway is determined randomly by rol- chest of drawers. On top of the chest of ling d4: 1 is A; 2 is B; 3 is C; and 4 is D. 10. Guard Room: This is a small, irreg- drawers is a lantern and an hourglass. In (Note: The only access to the diamond- ularly shaped room. There are beds on the middle of the room is a round table shaped section is the single doorway. If the north and southeast walls. Next to with six chairs. (Under the mattress on the party reaches the lower level of the one bed is a nightstand with an hour- the bed is a +3 Sword vs. Dragons.) complex by a means other than the ele- glass on it. (Concealed in the sand at the vator in this room, the chamber below bottom of the hourglass is a +1 Ring of 13. Guard Room Closet: In this closet will be empty and there will be no way of Protection.) In the middle of the room is is a single chest on the floor and a leather causing the elevator to operate from the a large round table and four chairs. pouch hanging on a peg. The pouch is lower level.) There is a small chest of drawers against empty. (In the locked chest are two gold If party members examine the statue the south wall, which contains trousers, medallions worth 50 gp each, a jewelled closely, they will notice a small groove- a cap, underclothing and a robe. armband worth 20 gp, and — in a secret like separation around its neck. The compartment — 20 platinum pieces.) statue’s head can be turned to face any 11. Guard Room Closet: In this closet door in Room 16. (All doors in the room is an empty shelf and a suit of leather 14. Guard Room: This is an irregularly are locked from the inside after the party armor hanging on a peg. On the floor is a shaped room with beds on the northeast enters and cannot be opened by any locked chest. (The chest contains a gold and south walls. Each bed has a mattress means unless the head of the statue is medallion worth 50 gp, a gold ring worth and a blanket. (Under the bed on the turned to face the desired door. Howev- 5 gp, and — in a secret compartment floor along the south wall is a +1 Shield.) er, any of the four doors to Room 16 can which must be searched for — 5 plati- be opened from the outside.) num pieces.) 15. Guard Room Closet: Besides an A similar groove-like separation can empty shelf and some empty pegs in the be seen around the statue’s right shoul- 12. Guard Room: This is an irregularly wall, the only thing of note in this closet der. The right arm of the statue can be shaped room. Against the south wall is a is a large locked wooden box on the pulled downward by one character with bed with a pillow, a blanket and a straw floor. It is also empty. a strength of 17 or more, or by two char-

39 Dragon Vol. VI, No. 5 Upper Level Stairs up Door Stairs down Secret door

40 November 1981 Dragon

41 Dragon Vol. VI, No. 5

acters with a combined strength of 25 or a small shelf. Hanging on pegs on the In the southeast corner of the room are more pulling together. Accomplishing wall are three robes and a black cloak. the remains of a goblin. Around its waist this action is the last step in the process is a wide leather belt with a small leather that turns Room 16 into an elevator 19. Maidservants’ Quarters: There are pouch. In the pouch is a ring worth 5 gp. which goes down to the lower level of the two beds against the south wall and complex. another against the east wall. Each bed 24. Pantry: On the west wall is a shelf. To begin the operation of the elevator, has a blanket, a pillow and a straw mat- In the southeast corner of the room are the doorway of the diamond-shaped sec- tress. There is an empty chest of drawers four sacks of flour. tion must be facing corridor B, and must against the west wall. On top of the chest be held in that position by keeping the of drawers is a comb, a silver mirror 25. Banquet Room: Against the north door to Room 16 which points in that worth 15 gp, and a lantern. Hidden under wall is a throne. In the middle of the room direction open. (To accomplish this, play- the chest of drawers is a small wooden is a 40-foot-long table with 30 chairs. ers must stop the rotation at the right chest (with a simple lock) containing two time, open the proper door, and devise a gold earrings worth 5 gp, a necklace 26. Worshiping Room: Located against means of keeping that door open. The worth 20 gp, and a bracelet worth 25 gp. the south wall on a stone pedestal is a passage will shut and lock if the door is gold-colored statue of a demon god. In not secured in an open position. After 20. Maidservants’ Closet: On the east front of the statue is a prayer rug. En- that preparation, pulling down the right wall of the closet is a shelf on which there graved in the walls are unholy symbols arm of the statue will cause the elevator is a metal comb. Hanging on the south and writings. Behind the prayer rug is a to descend. The arm will move down at wall on pegs are two coats and a robe. kneeling bench. In the northwest corner any other time when sufficient strength is a sacrificial altar. Hanging on the wall is applied to it, but nothing else will 21. Cook’s Quarters: Against the east above the altar is a golden, jeweled happen if the elevator has not been wall are two beds. Each bed has only a dagger worth 100 gp. Against the east activated.) mattress. In the middle of the room is a wall is a table on which there is an in- table and four chairs. cense burner and a candelabra with 13 17. Menservants’ Quarters: Against the candles. south wall are two beds, each with a pil- 22. Cook’s Closet: This room is empty. low, mattress and blanket. Next to each 27. Astylis’ Storage Room: This is a bed is a nightstand. On one of the night- 23. Kitchen: In the southwest corner is triangular room. Along the east wall is a stands is an hourglass, and on the other a firepit over which hangs a large iron 30-foot-long table. On the north wall is a is a lantern. In the middle of the room is a cauldron. Along the north wall is a long shelf. Below the shelf are three large large round table with four chairs. On the table with a drawer. In the drawer are boxes. The first box is empty. In the se- table are two small leather pouches. In spoons, forks, and knives. On top of the cond box are some candles, a tinderbox, one of the pouches is a gold ring worth 5 table is a tray, a plate, some moldy food two flasks of oil, a torch, and some scrap gp, and a small vial filled to the top with a and a butcher knife. Above the table are wood. In the third box is a crucible, a pair clear liquid. This is a Haste Potion. The cupboards which contain plates, bowls, of tongs, a ladle, a funnel, two bowls, an other pouch, which is empty, is a Bag of mugs and two trays. There is a lo-foot- empty flask, and a brazier. In the north- Devouring. long table in the middle of the room. On west corner is a large iron cauldron. On the table are some bones, dried bread the table is a balance with weights, two 18. Menservants’ Closet: On the wall is and an empty jar. beakers, three empty scroll tubes, and a 42 November 1981 Dragon pair of tweezers. On the shelf is an empty pestry depicting a magician and a large and a small cage. Inside the stuffed jar, a roll of wire, a measuring spoon, and white dragon. is a +2 Dagger vs. Goblins and Kobolds. a humanoid skull. In the pouch is a flask of oil, 50 feet of 30. Astylis’ Bedroom: There is a bed in rope, a bud of garlic and one iron spike. 28. Astylis’ Laboratory: There is a 40- the southeast corner of this room with a foot-long table against the west wall. In straw mattress, a pillow, and a blanket. LOWER LEVEL the northwest corner of the room is a Next to the bed is a nightstand on which 32. Corridor: Walking toward you are large iron cauldron hanging from the stand an empty mug, a spoon, and a ker- three goblins (HP:3 each; #AT:1; D:1-6; ceiling over a firepit which is 10 feet in chief. Leaning against the nightstand is a AC:6; SA:None). diameter. The pit contains a large amount wooden cane. Against the north wall is a of ashes. There is a small shelf on the chest of drawers containing kerchiefs, 33. Corridor: On the west wall of this east wall. Standing on a small pedestal in two cloaks, underclothing, a cape and a corridor is what appears to be a portion the southeast corner is a large stuffed hat. In the middle of this room is a round of some strange rune-like writings: griffon. Scattered about on the table are table with two chairs. On the table is a an alembic, a small burner, some glass lantern, a quill, a bottle of ink, and a tubing, a measuring spoon, a wooden parchment showing what appears to be stirring rod and a waterclock. Next to the a map or floor plan: burner is a candle stub and a mortar and pestle. A shelf on the east wall holds seven bottles. One contains a clear liquid which (DM: These are fragments of the words, is pure ethyl alcohol. A slight taste of this “Beware Dragon.” will intoxicate anyone with a constitu- tion of 10 or less for 1-10 turns. Anyone 34. Torture Chamber: In this room are with a constitution of 11 or more will five goblins (HP:6,6,5,2,2; #AT:1; D:1-6; have a 50% chance of intoxication for 1-6 AC:6; SA:None). They are torturing two turns. Anyone who drinks the entire con- dwarven fighters, one in a stock in the tents of the bottle will fall unconscious center of the room. and the other on a and will have a base 50% chance of dying 31. Astylis’ Closet: In the closet is a rack in the southwest corner. In the sou- from alcohol poisoning. The chance of large unlocked wooden box on the floor theast corner is a firepit. Next to the fire- surviving increases by 5% for every point and pegs in the wall. Hung on one of the pit is a brazier in which two branding of constitution above 10, but a character pegs is a spacious leather pouch. In the irons are being heated. In the northeast who survives will still be incapacitated box is a stuffed owl, a humanoid skull, corner is a table. On the table is a knife, a for 5-10 turns. Another of the bottles contains a thick, red liquid (human blood). Another bottle is filled with a clear, odorless liquid (wa- ter). Another contains a yellow powder (sulfur). The other three bottles on the shelf are a Gaseous Potion and two Heal- ing Potions.

29. Astylis’ Study: Against the north wall is a bookshelf. On the bookshelf is an old, faded book and an onyx idol. The book contains notes and sketches which appear to be plans for some sort of eleva- tor system. In the southwest corner is a three-drawer desk with a chair behind it. On the desk is a lantern with scented oil, a pile of papers, an hourglass, a quill, and a bottle of ink. Partially concealed in the pile of papers is a Ray of Enfeeble- ment Scroll. In the top drawer of the desk is a quill, some papers and a Wand of Fireballs (3 charges). In the middle draw- er is a piece of chalk, a quartz crystal, a scroll tube, and a vial filled with a grayish liquid. If the vial is opened the liquid vaporizes, filling the room with sleeping gas. The characters must each make a saving throw vs. poison or fall asleep for 1-6 turns. The bottom drawer is empty. In the southeast corner of this room is a fireplace. lmbedded in the wall next to the fireplace is a golden lion’s head with a silver tongue. If the tongue of the lion is pulled away from the wall, the fireplace will pivot and face the desk, exposing a secret passageway. Hanging on the east wall is a vast ta-

43 Dragon Vol. VI, No. 5 whip, a pair of thumbscrews and a vise. If character with strength of 16 or more dragon (HD:6; HP:24; #AT:2 claws and 1 the stock is examined closely, the shape can swim across, if unencumbered, with- bite; D:1-6 claw, 4-24 bite; AC:3; SA: of an octagon can be seen engraved into out coming to harm. A character with Cold breath weapon which does 4-24 HP its front surface. strength of 15 or less, or any character damage if saving throw not made, 2-12 who attempts to swim across while wear- HP damage if saving throw is made). Be- 35. Dungeon: Fastened into the north ing armor and gear, will have a chance of neath the dragon, visible if it is awakened wall are five pairs of chains. Chained by being swept downstream and, unless and rises from its resting place, is the the wrists in the northeast corner is the rescued in time, will end up in Area G. body of a man in sorceror’s garb — pre- corpse of a man wearing a royal robe. The chance of successfully swimming sumably the magician Astylis himself. (This is Prince Laechim.) Beneath the across the stream for such a character is Around the dragon’s sleeping place, in- body, lying on the floor, is a gold-colored equal to his strength x 5 expressed as a termingled with the bones of cattle and ring which is a +1 Ring of Protection. percentage; i.e., a 50% chance for a humanoid figures, is a great amount of Roughly engraved on the floor next to character of 10 strength.) The stream treasure. The horde consists of 500 pp, the body is a symbol of a human figure runs through a tunnel in the wall of the 350 gp, 4 gems worth 100 gp each, and with a raised arm holding a sword. Be- corridor and out another tunnel in the all four of the items the king wants re- neath the arm is an arrow pointing down- opposite wall. turned: a sceptre worth 180 gp, a crown ward. In front of the man-figure is a circle worth 150 gp, a Rod of Cancellation, and drawn in blood. There are four 10x10- 38. Dead-end Chamber: A minotaur, a Medallion of ESP. foot cells along the south wall, all empty having heard the approach of footsteps Area F: This is a large tunnel in the and open. in the section of the maze near this ceiling of the cavern. It goes up 350 feet chamber, has retreated to this area and and comes out on the side of a very steep 36. Under construction: This is a room is lying in ambush. The minotaur (HP:20; cliff. The dragon uses this tunnel for its that appears to have been recently dug #AT:3; D:1-6; AC:6; SA:None) will attack exit and entrance into the cavern. out of rock. Standing between the en- immediately as soon as a party member Area G: This is the stream that passes trance and the exit is a goblin (HP:7; rounds the last turn before the dead end. through the corridors of the northern #AT:1; D:1-6; AC:6; SA:None). In the portion of the lower level. The dragon southeast corner are two wooden boxes 39. Dead-end Chamber: At the end of uses this for drinking water, and occa- filled with food, two pickaxes, a hammer, this twisting corridor is a nest of 5 giant sionally fishes an easy meal from the 50 feet of rope, a tinderbox, three flasks rants (HP:4,3,3,2,1; #AT:1; D:1-3; AC:7; rushing waters. of oil, six torches, and a leather pouch. SA:5% chance of contracting serious Area H: These are large columns of Inside the leather pouch are 150 gold disease). rock which were not completely cleared pieces. away when the chamber was excavated. 40. Creature’s Lair: This is an enor- Many of the barriers are large enough to 37. Stream: Ahead of you is a swiftly mous chamber that has been carved or provide one or more characters with a moving stream 15 feet across and ap- blasted out of the surrounding rock. place of refuge from the dragon’s breath pearing to be about 10 feet deep. (A Area E: Lying here is a sleeping white weapon.

44

Dragon Vol. VI, No. 5

Crudely carved mossy steps lead down...down...down... until darkness swallows them. Chills run up your spine as you begin your descent.

Suddenly—you are struck from behind! You fall endlessly; cruelly tumbling down rough-hewn steps. . . You awaken with a start. A torch flickers above you, dimly illuminating an impenetrable door. From the blackness comes a menacing low hiss and the rasp of scales sliding on stones...

© 1980 TSR Hobbies Inc. All Rights Reserved presents Where Real Life Stops. . . .

Comics & Fantasys The most complete armaments for 1402 W. 17th St. Topeka, KS 66604 your adventures are at: (913) 232-3429 MAINE

Gamekeeper ARKANSAS 18 Broad Street ILLINOIS House of Hobbies ABC Hobbycraft Bangor, ME 04401 (207) 947-8806 3408 S. University Harter’s Hobby House 2155 E. Morgan Ave. Evansville, IN 47711 Little Rock, AR 72204 1001 W. Main MARYLAND (501) 562-8230 Belleville, IL 62220 (812) 477-9661 CALIFORNIA (618) 233-3891 Ship Shop Sutler’s Wagon Game Preserve 112 Main St. Toy Craft 911 Broad Ripple Ave. Annapolis, MD 21401 4366 Bonita Rd. 3107 N. Central Indianapolis, IN 46220 (301) 268-1141 Bonita, CA 92002 Chicago, IL 60634 (312) 777-2246 (317) 257-7116 (714) 475-8663 MASSACHUSETTS FLORIDA Toy Gallery KANSAS 1640 N. Wells Game Shop Koby’s Korner Chicago, IL 60614 House of Hobbies 166 Great Road 110 Palafox Place (312) 944-4353 1307 N. Main Acton, MA 01720 Pensacola, FL 32501 Hutchinson, KS 67501 (617) 263-0418 (904) 434-7606 Hobby Chest (316) 663-9811 Regimental Supply Room 8808 Bronx MINNESOTA 2092 W. Busch Skokie, IL 60077 J’s Hobby Haven Tampa, FL 33612 (312) 675-4811 4601 State Ave. Games By James, Bonaventure (813) 932-6256 Kansas City, KS 66102 Next to Ridgedale S.C. INDIANA (913) 287-3030 Minnetonka, MN 55343 GEORGIA (612) 546-5446 Bookshop D & P Hobby World King’s Crown Miller Hills Shopping Ctr. 154-5A W. Hively 6860 W. 105th St. Games By James, Galleria Warner Robbins, GA 31093 Elkhart, IN 46514 Overland Park, KS 66212 Across from Southdale S.C. (912) 922-7231 (219) 293-3715 (913) 341-6619 Edina, MN 55435 (612) 925-9656

46 November 1981 Dragon

TM

& products and the Real Fun Begins!

MISSOURI NEW MEXICO PENNSYLVANIA WISCONSIN Des Peres Hobby Shop Wargames West Flight Box Pegasus Games 12011 Manchester 3422 Central Ave. SE Lancaster Shopping Center 222 W. Gorham St. Des Peres, MO 63131 Albuquerque, NM 87106 Lancaster, PA 17601 Madison, WI 53703 (314) 966-5393 1-800-545-6258 (717) 291-2136 (608) 255-3267 SOUTH CAROLINA Hobby Horse #2 Rock Bottom Books & Comics 95 N. Moorland Rd. 21-A N. 9th St. NEW YORK Doorway To Fantasy Brookfield, WI 53005 Columbia, MO 65201 (414) 782-2170 (314) 443-0113 Hobby Hut 2110 Commander Rd. 2835 Nostrand Charleston, SC 29405 Hobby Horse #3 Brooklyn, NY 11229 (803) 744-8783 Yankee Doodle Game & Hobby 60 West Towne Mall (212) 338-2554 Madison, WI 53719 6831 Longview Rd. TENNESSEE (608) 833-1966 Kansas City, MO 64134 Teddy Bear Toy (816) 761-1113 324 E. Chestnut St. Lou’s Hobby & Craft Shop Hobby Horse #4 Rome, NY 13440 1352 Fort Campbell Blvd. 59 East Towne Mall NEBRASKA (315) 336-1996 ClarksviIle, TN 37040 Madison, WI 53704 (615) 648-1472 (608) 241-3491 Star Realm OHIO 1081 Q Street VIRGlNIA Leisure Time Hobby Omaha, NE 68137 Boardwalk 6426 N. 76th Milwaukee, WI 53223 (402) 331-4644 1032 Delta Ave. Frame Gallery (414) 353-2773 Cincinnati, OH 45208 2541 John Milton Dr. NEW JERSEY (513) 871-2110 Herndon, VA 22071 West Wind Bookstore (703) 620-3030 6216 Washington Ave. Hobnob Hobbies Breastplate Hobbies Racine, WI 53406 Flemington, Mall Rt. 202 3002 Center Rd. Maison D’Art (414) 886-9030 Flemington, NJ 08822 Poland, OH 44514 233 Harry Flood Byrd Hwy. (201) 782-6797 (216) 757-9791 Sterling, VA 22170 DEALERS: If you wish to be (703) 430-3956 included in future listings, contact: Hobnob Hobbies 86 W. Main St. Drowsy Dragon Executive Hobby 34 Maplewood Ave. Hobby Game Distributors Somerville, NJ 08876 507 W. Maple Columbus, OH 43213 1222 W. Morse (201) 722-1070 Vienna, VA 22180 (614) 231-8534 Chicago, IL 60626 (703) 938-6256 (312) 262-8433 DUNGEONS & DRAGONS is a registered trademark owned by TSR Hobbies, Inc.

47 Dragon November 1981

Part IV 16) a 17) c 18) b 19) c 20) a

Part V by Mark Herro Part II 21) d 22) a 6) a 7) d 23) b 24) c It’s time to plug in the answers to last 8) a 9) c 25) c month’s computer quiz and see how you I0) b Scoring did. The correct choices are as follows: 22-25 correct answers: They couldn’t Part I Part Ill all have been lucky guesses. You must 1) a 2) c 11) d 12) b know a lot about computers. 3) d 4) c 13) a 14) c 15-21 correct: Above average. There 5) d 15) c are at least 10 answers that wouldn’t be known by someone who hadn’t at least done some reading on computer history. 8-14 correct: Average. A good score, for instance, for a student who has been exposed to modern-day computers but hasn’t learned a lot about their history. 0-7 correct: You might have had better luck having a computer pick your an- swers at random.

Debugging the Time Keeper For the benefit of those who have yet to see the “Time Keeper” program in DRAGON #49 and might try to key it in to a terminal: Be sure to change lines 5 and 11, replacing the colon after the input string with a semicolon. Without the changes, the program will get hung up at line 5 when a run is attempted.

48 November 1981 Dragon

49 Dragon Vol. VI, No. 5

The many ways of getting away Methods and magic to keep your character out of the crypt

by Pat Reinken fleeing is the simple, direct approach: otherwise acquire) either Horseshoes of running away. But remember that run- speed or Horseshoes of a zephyr. The Role-playing games are quite an outlet ning away will not only cause tiredness speed shoes are generally preferred for from everyday life. They allow a person and possible exhaustion but can lead to escape purposes, because they allow to slay fantastically powerful creatures getting lost as well. Because of the im- the horse to move at twice its normal and gain fabulous riches and wonderful possiblity of mapping while running rate. The zephyr shoes allow a horse to allies while doing so. They let a player away, combined with the confusion of travel without touching the ground, thus use his wits to outsmart his monstrous the moment which makes memory unrel- making it able to pass over natural barri- foes and become a famous hero. iable, parties are often split up and lost in ers such as rivers, but zephyr shoes do And they give everyone an opportuni- a maze of tunnels after an every-man- not change the speed of the horse. ty to die at the hands of those fantastical- for-himself escape. ly powerful creatures and monstrous It is also wise for players to take into Up, up and get away foes. consideration the movement speeds of Flying is an alluring, glamorous pros- Yes, players, our characters can all each member of the party before any of pect. To fly away from an opponent bite the dust as we strive to reach our them runs too fast for too long. It is rare somehow seems more exciting and cour- goals and fulfill those dreams. It’s hap- that every member wiII be able to match ageous than running from the same op- pened to nearly every person who plays the running speed of the fastest charac- ponent. But flying has its drawbacks, role-playing games. Sometimes it strikes ter, and no one likes to run panting too. Although exhaustion from flying is the older, more valuable and experienced around a corner only to discover that his rare, it does sometimes happen — and characters, sometimes the young, prom- “buddies” have vanished in the darkness. the fall can hurt more than what happens ising ones. But it all turns out the same Boots of speed are probably the best afterward. way: Another sheet of paper is moved to aid to running. They provide a base Mapping is still virtually impossible the notebook of deceased characters, movement of 24 and also give a two- when flying, and the speed difference or, worse yet, goes to that great metal notch improvement to the armor class of between individuals in the party still basket in the corner. the character. shows up. Because every member of a In a few instances, fighting to the Boots of striding and springing are party does not usually have the same death is unavoidable. In a great many also helpful, especially to a character ability to fly as the other members (if more, however, combat should be avoid- whose base movement rate is less than they have it at all) and those who are able ed — but isn’t. Why not? Because play- 12". These boots raise it to 12”, regard- to fly cannot always carry those who are ers have not fully developed one of the less of the size or weight of the wearer, unable, some characters are left behind. most valuable skills they can possess. and also increase armor class by +1. The duration that an airborne state They have not mastered the art of run- A Potion of speed is only so-so as a can be maintained is also a major factor ning away. means of increasing the chance for a in fleeing by this method. If durations Running away is not to be scoffed at. It getaway. Although it does double the differ greatly, some characters will end can prove to be a lifesaver for even the user’s base movement rate and number up facing the enemy anyway, while the most powerful character. While pursuit of attacks, the potion ages a character others sail into the sunset. and evasion of pursuit are covered in the one year and only lasts for 5-20 rounds. The Broom of flying is the best magic Dungeon Masters Guide (pp. 67-68), ac- If he’s being chased by a long-winded item to use for a flying escape. Its move- tual escape methods and certain aids enemy, a character accepts the risk of ment speed is 30", although this drops and magic items are not discussed. having the effects of the potion wear off by 1" for every 14 pounds carried over before the monster wears out. the 182-pound normal load. It will also The old standby If a character is lucky enough to have a travel alone to any destination named One of the most popular methods of horse, it would be wise for him to buy (or and will move up to 30” to reach its 50 November 1981 Dragon owner when a command word is spoken. ibility, and its related magic items. character must be careful not to be hid- The only major problem with the broom The major problem that arises when ing in too small a place when the effects is its length, which makes it cumber- hiding is trying to mask body odor. Most stop. some to carry and a possible hindrance creatures will have an sense of smell The Portable hole is potentially one of during activity. sensitive enough to sniff out a character the best methods of short-term hiding. Carpets of flying, which vary in size, within a short distance, so it is almost This can be unfolded (if there is suffi- carrying capacity, and speed, are not as impossible to hide from a monster indef- cient time) to provide a convenient hid- cumbersome as the broom but, if torn, initely without doing something about ing place when the hole is pulled in after will lose their magical capabilities until odor. The best chance is to hide next to the character. The shortage of oxygen is repaired by special weaving techniques. something (not usually another charac- the only real disadvantage, allowing only However, carpets have a greater carry- ter) that really lets off a terrible stench. enough air to breathe for one character ing capacity than most of the other flying Invisibility is long-lasting relief for the for one turn (unless magical breathing devices. The 5’x7’ carpet, for example, character with something (himself) to assistance is being used). This will still which moves just as fast as the broom, hide. It can come in many forms, the probably be enough time to allow any can carry 3 people (app. 450 Ibs.). most popular probably being the spell undesirables to pass. Wings of flying are better than the oth- and the ring. However, it also has its er flying items in one respect: They can drawbacks. Anyone under the influence Other last resorts be worn like a cloak and are thus out of of invisibility can be heard or smelled as The Potion of climbing gives a charac- the way when not in use. The wings, usual, and will become visible if he ter the ability to climb as a thief. There is which enable the wearer to fly at speeds attacks. a chance of slipping, but the real risk from 12” to 32” (depending on the dura- Dust of disappearance is a better with the potion concerns its duration. If tion flown) have one terrible disadvan- means of invisibility than the spell or the there is a possibility that the involved tage when being activated by the com- ring. This magical powder bestows invis- character may remain in a high place for mand word. The grayish material opens ibility on anyone who covered with it. It much more than one turn, don’t risk us- up into bat-wings that have a very large also has the added benefit of not reveal- ing this potion. (20’) span. Needless to say, any charac- ing the user when he attacks an oppo- Gauntlets of swimming and climbing ter opening these in a narrow passage nent. This benefit can turn into a disad- are better for escape than the climbing and expecting to fly off is in for a rude vantage, however, if the character is potion. As the name implies, these gloves shock. The wings also can cause ex- knocked unconscious while under the have an added plus: They enable the haustion if used for the longest duration. effects. This in itself would not be too wearer to increase his swimming speed. The Potion of flying is a last hope for bad except that the dust bends light of all A Potion of water breathing is very potential soarers above. Identical to the sorts, making infravision and ultravision useful for swimming as it allows its con- third level magic-user spell Fly, it is pos- useless as well. Many a turn has been sumer to remain under the water for over sibly the worst of the magical flying aids spent looking for characters under the an hour. for escape purposes because of its slow effects of the dust while they were Rings of swimming and water walking speed and the unknown factor for its du- unconscious. are beneficial during an escape that runs ration. The speed, which is only 12”, is The Cloak of elvenkind is for those across a body of water. The swimming the slowest of all airborne magic items. who do not wish to spend time casting ring gives a bonus to swimming speed The duration, which the Dungeon Mas- spells or dusting themselves. It enables and breathing abilities while underwat- ter must determine, is unknown to the the wearer to be nearly invisible when it er. The water-walking ring allows a char- character, and this obviously presents a is worn with the hood drawn up around acter to move across any liquid, thus great risk to his continued safety. the character’s head. The only major making it possible to place a natural bar- There are many other magical ways to problem with this item is that the wearer rier behind him. fly, most of which are designed by the is not totally invisible (extent is deter- Levitation for escape is usually ac- DM (such as, perhaps, a ring of flying), mined by the Dungeon Master), and that complished through the use of the se- that have virtually the same effect as the to maintain even partial invisibility, the cond level Magic-User spell of the same M-U spell. wearer must move slowly and cautiously. name, the potion of the same name, or For making an escape from a creature A Robe of blending is another useful with Boots of levitation. The potion and that can fly, characters are often better garment to have when hiding. This robe the spell offer a better weight allowance off staying on the ground. Characters allows a character to appear as a differ- than the boots, however. employing magic items and not accus- ent creature, part of a wall, etc., and du- Other magic items can be handy to tomed to airborne movement should plicates the coloration, form and even have in getaway emergencies. Oil of never attempt to outfly a flying creature; odor of the object. This would success- etherealness and its companion in the it has the advantage all the time and can fully conceal a character, except that the hard-cover form, Plate mail of ethereal- probably fly circles around a character. robe does nothing to cover body heat. If ness are nice to have in desperation. Flying in cramped quarters (even in a the player wished to appear as a creature Their close relatives, the Amulet of the dungeon tunnel) is possible but extreme- of the type that is following him, he planes and the Cubic gate follow in right ly difficult, especially if the flier is using would still have a major problem be- behind the ethereal magicks. All of these an unfamiliar item. Remember that even cause the magical garment does not bes- have the same risky factor: Being trapped though a character can fly to a great tow knowledge of languages. in the 666th layer of the is not a height and think that he is out of danger, A Potion of diminution offers a way of substitute for a successful escape. an opponent who is fairly good with a hiding without becoming invisible. The The Helm of teleportation, or any of missile weapon might not hold the same potion makes the consumer approxi- the other teleportation devices, is a very opinion. mately 5% of his original size (50% if only good item to have when being chased by half a dose is quaffed). Small size can be a great number of unfriendlies. Thirty if you can’t get out, hide out a detriment if the character doesn’t al- thousand gold pieces, however, is a lot Hiding is another method of running ready have a place of safety for his dim- to pay for an armor hat which, at best, away. Actually it is not a method, but inutive frame, because the danger of be- can cause a wicked case of motion sick- instead can be a wise thing to do before, ing stepped on or crushed becomes very ness or possibly even jet lag. Other more during or after running away. This topic real. The effects of the potion wear off in mundane means of escape should be involves everybody’s favorite spell, Invis- a certain number of turns — and the sought by those of low constitution. 51 Dragon Vol. VI, No. 5

Experience, service-switching make TRAVELLER more ability-oriented

by Jon Mattson During the course of an adventure, whenever a player’s char- acter uses a skill successfully in a trying situation (hits an oppo- The Traveller game system, over the passage of years, has nent in combat, flies a ship through hazardous conditions, etc.), metamorphosed in many ways. Not only has it developed and he notes this on his character sheet (a small tick mark for each changed noticeably with the addition of various supplements, successful usage pencilled in beside the skill listing is the easi- but it has also been transformed to suit the style and creativity of est way to do this). Then, after the adventure, when he has time each individual referee. Traveller is very open-ended in this to relax and learn from his experience, the character may at- respect: It can easily be added to or changed to come up with tempt to improve the skill in question by one level. This will one’s own version of the “ideal” science fiction role-playing require a number of days of practice equivalent to the number Of game. the skill level being practiced for. (For example, to advance from When all is said and done, the thing which has probably level 2 to level 3 in a skill area takes 3 days of practice.) A undergone the most transformation in my campaign without maximum of two skills can be practiced in this manner at one changing the premise of the system greatly is the prior service time. At the end of this practice period, the player makes an and skills procedure. The skill system in the Traveller rules is a experience roll to see if he has improved the skill by one level. double-edged blade: On one hand, it is easy to utilize and fits The experience roll required is equal to: very well with the rest of the game system (and many other (3 - Present skill level) + (# of times skill was used) science-fiction game systems, for that matter) but, on the other The player must roll this number or less on 2d6 to successfully hand, when used directly as is, it can be a source of several make the experience roll. A DM of -1 is applied if the character’s problems and much misuse. The ideas presented below are an intelligence is 8 to 12, and a DM of -2 if it is 13 or more. The attempt to solve some of these problems. referee may also award any other reasonable DMs he sees fit (some skills would be easier to increase than others). In any Experience event, a roll of “2” is always successful (as long as the skill was Probably my biggest complaint with the Traveller system right used at least once since it was last raised), and a roll of “12” is from the beginning was its lack of some form of experience always failure, regardless of DMs. system. Basically, once a character is generated with his prior Example: Jor Roger’s, galactic merchant with an intelligence service and skills, he changes very little, if at all, through the of 9, uses his Bribery skill (present level of 2) three times during course of his adventures. Since the player cannot improve his an adventure. Thus, his basic roll is 4 or less to learn from character, one of two things often occurs: Either he becomes experience (3 minus 2 plus 3). He rolls a 5, which would normally somewhat disinterested in the character after several adven- be a failure, but subtracts one from the roll because of his high tures (certainly the worst possibility in role-playing games, IQ, to get a modified result of 4. He has successfully made the which depend for success on a player’s ability to relate to his roll and increases his Bribery skill level to 3. character), or his motives quickly turn from improving himself to Players should note that when they take the experience roll is improving his financial situation (which also usually results in totally at their option, as long as they take the required practice the discontinuation of the character if and when he becomes’ time just before it. Thus, a player could save the roll for several rich and his player gets bored). adventures, hoping to increase his chances of making it by I have experimented with several systems of “learning by using the skill more often (although getting fewer total rolls doing” experience, trying to keep them simple, with a minimum because of this). There must always be at least one adventure of paperwork and an optimum amount of realistic playability. between each roll, and rolls cannot be “saved up,” although the The following system seems to work the best and seems gener- chance of making any single roll can be increased by waiting as ally the most acceptable to players. noted above. (Waiting for three adventures does not entitle a

52 November 1981 Dragon player to three rolls, only one roll with a better chance of ground knowledge of the skill in question and has mas- success.) tered some of the more intricate workings of it. He is Optional combat rule: Referees may rule that for combat skills qualified to obtain a job using this skill. (only), the “number of times skill was used” should be halved Expert, skill level 4: The individual has profuse knowl- (rounding fractions up) in the above formula. Otherwise, it may edge of almost all areas of the skill in question and has no become too easy to assure oneself of improving a combat skill difficulty finding a job using this skill if one is available. just by participating in one long battle. Or, instead of doing this, Master, skill level 5 or higher: The individual is a verita- the referee may rule that, regardless of the number of times a ble encyclopedia of knowledge on the skill in question and character hits an opponent in combat, each battle (not each hit) understands its most intricate workings with ease. He will counts as only one use of the skill (and then only if the character be a leader in any field involving the use of this skill and hits at least once). Either method is acceptable, but the referee may well be much sought after. He does not need to look should be consistent. for jobs using this skill; they are made for him. Obviously, when considering skills in this light, there must be Limitations on skills some realistic limitation on how high a skill level can be in- When judging how adept a character is with a given skill, the creased, either through the prior service tables or through referee must make some kind of decision about just what each experience (if the experience rules above are used). Thus, the skill level represents. In my campaign, I have rated each skill following rule: level as follows: Once a character begins increasing a skill beyond level 5, it Novice, skill level 0: The character has no real knowl- will no longer go up by a full level for each increase. Instead, it edge of the skill in question and may receive certain penal- will increase by a fraction. To move from level x to level y when x ties (especially in combat) because of this, as noted in the is 5 or more will take a number of steps, according to the Traveller rules: formula: Inexperienced, skill level 1/2: The individual may have Skill lncrease = 1 / (x / 2) some vague knowledge of the skill in question, but has no The amount of level increase is the reciprocal of one-half the formal training in it. This level will not give him bonuses, lower level, x (fractions rounded down when halving). This but will prevent him from receiving non-proficiency penal- means that the number of steps needed to rise from one whole- ties in combat, as noted in Traveller. numbered level to the next one increases as the skill level Above average, skill level 1: The individual has an increases. above-average knowledge of the skill in question, enough Thus, a character increasing a skill from level 5 to 6 would only to use it in an elementary manner. add one-half a level per increase; the reciprocal of 2 (half of 5, Knowledgeable, skill level 2: The individual has a good rounded down) is 1/2. Going from level 5 to level 6 would take two background knowledge of the skill and can use it fairly steps: going from level 6 to 7 and from level 7 to 8 would take well (with a reasonable bonus) in most situations. three steps, and so on. The fraction of increase is noted on the Adept, skill level 3: The individual has a good back- character sheet each time one is achieved, but the improvement

53 Dragon Vol. VI, No. 5 has no effect on the skill’s usage until it is increased to the next higher whole number. Possible prior Max. Enlistment Service services age DMs Jack-of-all-Trades Merchant Military 22 -1 “Jack-of-all-Trades” is without a doubt the least used and yet Pi rate 22 -2 most misused skill in Traveller. More often than not, players who Belter 26 0 attempt to use their Jack-o-T skill will be met with one of two Bureaucrat 22 -1 reactions from the referee: He will either let them get away with Rogue 22 -2 murder (“Well, you do have Jack-of-all-Trades-1 so I guess you Scout Navy 26 +1 could fix the computer while piloting the ship at top speed Merchant 22 0 through the asteroid belt...“), or he will ignore the possible Belter 22 0 effects of the skill entirely (“Aw, that doesn’t mean you can do Other Rogue 26 0 anything...“). For those referees who cannot decide how to use Barbarian 22 -1 this skill arbitrarily, I offer the following system. Pirate Any* 22 -1 When a character wishes to use his Jack-o-T skill to assist him Navy 22 +1 in an endeavor, rate the difficulty of the task at hand on a scale of scout 26 0 1 to 3 with 1 being the least difficult (fixing a slightly damaged Other 22 0 radio, driving an unusual vehicle) and 3 being the most difficult Merchant 26 +1 (piloting a ship through an asteroid belt when your pilot skill is Rogue 26 +1 only 1, or piloting a ship at all if your pilot skill is only one-half). Belter scout 26 0 Subtract this difficulty rating from the character’s Jack-o-T skill Merchant 22 0 (minimum result of zero), and the remaining number represents Diplomat Educated 26 -1 the effect the Jack-o-T skill will have. This number can be used Bureaucrat 30 -1 in one of three ways, depending on the situation: Noble 34 0 1: If the player has skill of at least level 1 in the field in Doctor Educated‡ 30 0 question (for example, if he is trying to shoot down enemy Navy-Medical Branch 38 +2 ships and has Gunnery of at least 1), the number can Bureaucrat Educated 0 simply be added to this skill level temporarily. Noble +1 +1 2: The number can be used to modify any dice rolls Rogue Any* 26 0 involving the situation to which the player has applied his Other 30 +1 Jack-o-T skill. Pirate 30 3: The number can be used to represent the chance out Noble Any* 22 -3† of 6 (i.e., this number or less must be rolled on 1d6 to Diplomat 26 -1† succeed, and a roll of “6” is always failure) that the charac- Doctor 26 -1† ter will be able to gain the advantage in a given situation. Scientist Educated 22 -1 This generally results in the character temporarily acting Doctor 30 0 as if he had a skill level of 3 in an applicable skill. For Hunter Army 26 0 example, for a character trying to pilot a ship through an Barbarian 26 +1 asteroid belt, the applicable skill would be either Pilot or Any* 22 -1 Navigation, at the referee’s discretion. * — Except for other services listed specifically The referee must decide which of the above three methods of under the same heading. applying the modifier should be used in each situation. ‡ — Requires one term spent at a medical school (maximum age for enrollment is 26). This is treated Multiple services in all respects like Navy Medical School (see High I have often wondered why a character cannot, after leaving Guard) . one service, join another one. In terms of playability I can under- †— Assume that the basic Enlistment Roll for stand this rule to some extent: A character who goes into more Nobles is 2+, but a minimum Social Standing of 10 is services will get too many skills. Yet, all things considered, this still required. argument doesn’t hold much water: If it is all right for a character Military is a group heading which refers to Army, to go into one service for six terms and get a large amount of Navy, Marines, and Scouts. skills there, why shouldn’t he be able to go into two or more Any is a group heading which refers to all services services for less time and get an equal number of skills? In terms except those also listed under the same service of realism, age must certainly be a factor, as must training. A heading. 50-year-old man will obviously have trouble getting into some Educated is a group heading which refers to any services (such as the military), and a barbarian could not usually service which is able to receive at least “+1 Educa- become a doctor. But why couldn’t a young belter become a tion,” either on its skills table or as a mustering-out merchant or a scout? benefit, but which is not already, listed under the Obviously, if multiple services are to be allowed, they must be same service heading. limited to certain combinations for realism and playability, but, equally obviously, a character should not be restricted to one Example: Flash Indapan, after having spent two terms in the service all of his life. Scouts, fails his re-enlistment roll and is given the boot. He The table below lists which services can be combined and decides that he would like to become a Belter now and try to under what conditions. These combinations have, for the most make his fortune mining asteroids. From the table under the part, been playtested and work quite we’ll; however, the referee service heading of Belter, it is found that a Scout can indeed may suit his own views. Note that only services from Traveller become a Belter as long as he is 26 or younger. Flash is 26, so he Book One and Citizens of the Imperium are included here (al- has no problem there. He attempts to make his enlistment roll though Army and Marines are considered to be as of Mercenary, with no modifications (“0” under Enlistment DMs), and man- and Navy is considered to be as of High Guard). Also note that, ages to enter the new service. He would then continue in the using this system, it is possible for a character to enter even Belters normally as if he had entered that service in the first more than two services (though age limits him to one or two place, except that he already has 8 years of experience behind terms in each); in this case, all Enlistment DMs are cumulative. him.

54 November 1981 Dragon

55 Dragon Vol. VI, No. 5 The monuments of Minaria by Glenn Rahman The Altars of Greystaff In the far southeast of Minaria, amid the craters of Blasted Heath, looms a great grey pillar. An array of broad stone altars stands at its foot. From them — even if they have seen no in years — blood endlessly drips. Philo- sophers, scholars and sorcerers have pondered the sinister nature of Greys- taff, but no one has conclusively defined its nature, be it of god, demon or natural spirit. What is known about Greystaff is cried into the sleeping minds of medi- ums the length and breadth of Minaria — that its altars crave blood, and in ex- change for it Greystaff shall grant power over the elementals. A myth of the South Plains maintains that man was created on the eighth day of the world. To test man’s obedience, Lloroi Empire. Afterward, the Witch heads seems to have been widespread. the Maker God created Greystaff to tempt King’s victories ceased and. his power In 1340-43 a long drought troubed the him. Alas, on the tenth day of the world, was eventually beaten down. Ercii people of the Wetlands (the Ercii one of the two tribes of men approached Ancient historians have often conjec- being a hybrid race which lives by hunt- Greystaff, threw half its members upon tured that it was the practicing of forbid- ing, trapping and hiring out as military the altars, and called down a firestorm to den sorcery that brought about the great scouts in times of war). Their otter hun- destroy the other tribe the god had Cataclysm. If the Mage of Jipols is cor- ters discovered that the dropping water made. rect, the Altars of Greystaff may have level had revealed a series of sculptures The Maker was outraged by man’s per- contributed to the catastrophe. Indeed, much like the Faces to the Sea. But be- fidy; he poured out a black vat of ills earthquakes, hurricanes and all manner fore qualified scholars could study the across the world, expecting the flawed of natural disasters have been correlated discovery, the drought broke and water creation to despair and commit mass with sacrifices at the Altars. For exam- hid the objects once more. suicide. Once again he was thwarted; ple, when the tyrant of Adeese sacrificed even in the face of all the physical and to Greystaff in the year 1250, volcanoes The Isle of Fright emotional ills that oppressed mankind, it erupted in the Barriorr Mountains, a tidal In ancient times, the Isle of Fright was perversely clung to life. wave devastated the Sea of Drowning part of the peninsula of Umiak. When The most plausible theory of the origin Men and severe flooding struck the king- Umiak went into the sea, a high plateau of Greystaff comes from a little-known dom of Immer. remained as the focus of a strange vortex manuscript written by the unnamed It can be justly said that the king who of water called the Spiral Current. This “Mage of Jipols” in the tenth century. invokes the power of Greystaff for short- current, drawing in waters from the whole How this late source came by knowledge term gains only risks disaster in the long of the Sea of Drowning Men, carries of ancient doings is not explained in the run. many strange things to the beaches of manuscript as we know it. the Isle of Fright. According to the Mage, when the Scar- The Faces to the Sea The flotsam that comes to the Isle let Witch King. rose against the Lloroi Many civilizations have come and gone does not wholly consist of junk. The Empire, he employed many blasphem- on the face of the Minarian continent. It masts, ribs and planks of many a noble ous magicks that challenged the har- is one of the most regrettable features of vessel find their resting place here. So do mony of the natural universe. The lawful Lloroi rule was that they cared so little the disassociated bones of the countless spells of the Lloroi magicians and priests for preserving knowledge of the ancient sailors who have lost their lives in the were ill-matched against such mad con- states which they overcame. storms and accidents of the sea. Of even jurations. It seemed that no spell or army The Faces to the Sea are relics of one more interest is the treasure and valua- could stem the Witch King’s relentless of these early cultures. The giant heads, ble cargo litters the beaches and the advance. sculptured to the shoulders, have fea- stony reefs that ring the mysterious islet. The Mage says that the great of the tures resembling no race that lives today The lsle of Fright received its name realm agreed to a project of the utmost. on the continent of Minaria. A legend of partially from the vista of ruin and death desperation. It seemed as if the powers Parros says that as long as the Faces upon its shores. Then too, pirates and arrayed against them had to be matched watch the sea, no invasion from that di- freebooters, who have been visiting the by powers of the same type. So by means rection will ever overthrow Minaria. It island for centuries, have tried to ward of soul-wrenching incantations, over a seems unlikely that this is the true rea- off other treasure hunters by telling fright- period of several years, the wizards of son the Faces were built; in the days of ful tales of selkies and mermen which the Lloroi raised a pole of negative the Lloroi Empire, the Faces were much haunt its outlying shoals. mic power, They threw crowds of war farther from the seacoast than they are But the secret of the lsle of Fright is prisoners across its altars and enlisted today. long out. Minarians are now more famil- the powers of evil into the cause of the The lost cuIture that created these, iar with selkies and mermen and do not

56 November 1981 Dragon fear them so much. It is also well known Frost cloaks the gatetowers, frost on wraiths, the Ghost Troops of Khos, won how much treasure the island holds; mortar their greatest victory when they annihi- fleets from civilized nations commonly Well-built this wall; fate broke it lated a Lloroi army south of the city. The engage in salvage operations off its reefs. The stronghold burst, the stout wall specters drove the Lloroi soldiers to their Nevertheless, it cannot be denied that breached deaths with terror; visitors can still hear the isle holds its dangers. The unpredict- Roofbeams snapped, towers fell the crazed laughter of the vanquished able currents have forced many a vessel Shattered are the battlements, roofs Lloroi drifting over the old battlefield. to wreck upon the rocks; others have ruined Hence the name of the place — the Field been lost to the pirates who know its Age undermined them; time their of the Laughing Dead. hidden channels. These pirates, when undoing Despite the wraiths, the Lloroi eventu- not engaging in drunken treasure-hunts, Came days of pestilence, on all sides ally destroyed the city of Khos. But by keep a lookout for the castaways whose men fell dead some chance, the spell to summon one rafts are inevitably drawn in by the Spiral War fetched off the flower of the of the Ghost Troops is preserved today Current. The rich captains and nobles people in Minaria; therefore, the kings of Mina- usually are ransomed back to Minaria. The hosts who would build again ria can sometimes rally the spirits of Less happy is the lot of common sailors shrank to earth these ancient heroes for their own war- captured, who are worth no more than Therefore are these courts dreary, like causes. their bid price on the auction block of rime-ladened Slave Island. These many feasthalls, empty... The Spires to the Sun The Lost City of Khos The dwarf who composed these lines Before the demise of the Lloroi Em- was moved by the spirit of the place, but pire, the most sacred ceremonies of the For more than thirty-four centuries the likely did not know anything of its real official state cult were conducted in the city of Khos has stood deserted by man, history — those facts are lost in time. slender pyramids called the Spires to the shunned by the tribesmen and nations of Tradition has it that Khos was the capital Sun. The noble Lloroi sent their offer- eastern Minaria. According to the travel- of a state that predated the Lloroi con- ings to the Spires continuously for cen- ers who have visited it, there is majesty in quest. The Khosites supposedly prac- turies, until the several temples of the the ruins of Khos — but also mystery and ticed blasphemous sorceries and defied god Taquamenau equalled the Imperial danger. Lloroi rule. This led to a centuries-long Palace in opulence. For the last few centuries, the danger struggle. Although the Emperors trusted in the has issued from the strange race of fly- The Khosites must have been a heroic protection of the Sun God, they did not ing beings which lives in the cave-filled people: Even after the young men of fail to maintain a unit of personal guards- hills to the north of the city, arid which Khos perished in battle, their wizard- men — The Order of the Hippogriff. comes to roost in the crumbling towers priests brought their vengeful spirits These were recruited from among those at sunset. A colony of gargoyles these back to continue the struggle. These who distinguished themseIves in the Im- are, a type of creature that has long in- habited the Wastes of Folmar in Girion. No one knows what forced the gar- goyles’ ancestors to make the long mi- gration from their own country, but they are hated by the dwarves and the men of Pon. Too many thefts, of Iivestock and women can be laid at their door. Then too, their numbers are increasing; lately they have organized enough to name themselves a king. But before the gargoyles came, Khos still evoked awe in the hearts of its vis- itors. The dwarves, a people accustomed to placing their emotions in verse, have left us a fragment of a tenth-century poem, attributed to Aether, the semi- legendary warrior-bard: The work of Giants, the stonemasons

57 Dragon Vol. VI, No. 5 perial army. Their mounts were - Winabiigo promised that the Order applied picks and sledgehammers. With- griffs — strange offspring of horses and would never die, and there are few per- in two years the Shucassamites had ex- eagles, whose courage and agility ex- sons in grateful Minaria who do not hope tracted an emperor’s ransom in Lloroi ceed even that of the thunderbirds and that the gods will continue to grant the grave goods and furniture from the tomb. wyverns which the Lloroi sometimes priest’s dying wish. Never during this time had the expedi- trained for war. tion’s death rate due to kutrub attacks Man for man, the knights of the Order The Tombs of Olde and other causes exceeded fifty percent were the best fighters in Minaria. They When the Emperors of the Lloroi ruled per year — which was apparently consi- were trained in taking strength and gui- from the city of Niiawee, the Tombs of dered within acceptable limits. Nor was dance from a mystical source called the Olde were named the Necropolis of Min- Hulon’s death — which occurred exactly “Flow.” It was this same power that a jekahuan. Here, in a gleaming grave-city one year after the first looting of the wizard had to tap to work his magic, but of alabaster and jacinth, the embalmed crypt — ever positively attributed to ang- the knights were drilled in making the bodies of deceased Emperors and high ry spirits. Flow part of their nature, and shunned priests were lain amid lamentation and vulgar thaumaturgy. flawless ritual. The last Emperor to be The Witches’ Kitchen Once, when the renegade warrior Sir interred in Minjekahuan was Nibagisis; At the very edge of known Minaria, Morholt stole the one hundred and nine his unfortunate successor had his resting stands a valley of geysers, healing lenses from the Spires to the Sun, he place in the Sea of Drowning Men. springs, boiling pools and bubbling mud. eluded capture for three years. Finally he Antiquarians have collected an abun- Long before civilized man suspected it, was run to ground — by the Order of the dance of myths about the Tombs; some barbarians of the north feared the valley Hippogriff, which had been unerringly have even dared to visit the city of sun- as a place of angry earth spirits. guided to its quarry by the Flow. scorched mausoleums. They have found The Witches’ Kitchen was discovered When the Cataclysm struck; the Sub- that the ancient Lloroi planned well for in 1186, when Muetarian hunters were lime Emperor perished in his submerg- the protection of their high-born de- fleeing from a war party of barbarian ing palace. Fortunately, some of the ceased, with mechanical devices, curses, savages. They feared the blades of the Order of the Hippogriff were on hand to and guardian demons And beyond these men behind them more than the eerie, lift High Priest Winabiigo out of doomed technological and supernatural terrors, steaming vista that lay ahead. Fortunate- Niiawee — no mean feat, since a hippo- they invested the Necropolis with a living ly, the barbarians would pursue no far- griff will invariably balk at transporting menace. ther than the valley’s rim. A few days one whose scent and voice is unfamiliar From the faraway corners of Girion, later it was safe for the hunters to leave. to it. the Lloroi brought strange, ghoulish be- The story they told was of immediate They escorted Winbiigo to the Spires ings called “kutrubs” to Minjekahuan. At interest to the sorcerers and alchemists to the Sun, but he was already dying of home surrounded by sorcery and death, of the civilized cities. Already before the remorse for the shattered empire. Before these creatures were entirely obedient to end of the century, some of these men his death, he gave the Spires over to the the charm-spells of the Lloroi priest- had made the hazardous journey north- safeguarding of the Order and placed a hood. Lest they increase and spread ward, daring the perils of wolves, undead blessing upon them. The men would beyond the tomb city, the priests wrap- things from the Shards of Lor, and ma- never lack for dedicated heirs, he said, ped a confining spell around the outer rauding nomads. who would carry on their fathers’ tradi- perimeter of Minjekahuan. The scholarly pilgrims found some of tion. Neither would the flock of hippo- But it seems that the old, confining the springs invigorating and youth-re- griffs fail to increase wiith the needs of spells have faded. For some centuries storing. The sulfur and other minerals the knights. Seemingly the priest’s words the kutrubs have been expanding into from the hot springs were of unsurpassed flew straight to heaven, for in the thirteen the nearby Waste of Vah-ka-ka. Until re- purity for sorcerous needs. Likewise, the centuries since his dying, all he prom- cently they did not constitute more than heated ponds of the valley stayed at a ised has come to pass. a local hazard to lone travelers and small perfectly even temperature — ideal for During the dark centuries following groups. But by the early fourteenth cen- the delicate potions of the highest types the Cataclysm, the worship of the Sun tury they had grown numerous enough of magic. Moreover, the gods of magic God was forgotten in Minaria. Even the to drive the nomadic tribes of the Vah- seem to favor spells worked in the rain- people of the South Plains who held onto ka-ka into the Dry Mountains and the bow-lit valley, and the wizards’ record of civilization rejected Taquamenau in fa- Banished Lands. success with experiments worked in the vor of local cults. The knights of the Many are the legends of doom sur- Kitchen is truly remarkable. Order are the god’s last congregation. rounding the fate of tomb robbers who At first the wizards fought fierce duels Throughout the long years, the knights seek the treasure and magical devices for possession of this or that corner of have obeyed the promptings of the Flow buried in the crypts of the dead. One the Witches’ Kitchen. For a time in the and fought for justice. Sometimes this such tale speaks of Monju, king of Zef- thirteenth century, the mage Zhrondor has meant taking sides in war, such as nar, who sent a host of slaves into Minje- and his coven dominated the valley to the War of the Three Tyrants and the kahuan with picks and shovels. They the exclusion of all others. Since Zhron- Wisnyo War, in both of which the knights brought back no treasure; in fact, none dor’s fall, a council of elders have gov- figured prominently. are known to have come back with their erned the place, keeping order, but al- More often, however, the knights have fives. Neither did Monju escape the anger lowing the wizards who use the Kitchen’s performed individual feats of daring while of the funerary spirits: After the expedi- facilities considerable freedom. gliding over the face of Minaria, going tion, a foul, unknown wasting disease In late years the Kitchen has drawn where the Flow might lead them. Often took him slowly to his deathbed. students who go to the valley to attend a the Flow has led a knight to his destined But the curses of old may have waned lyceum conducted by accomplished old fate — perhaps to be beleaguered by vil- with time. One modern expedition has wizards. Its graduates are common in lains or monsters. Or, perhaps there is a had impressive success. Hulon, king of the cities of Minaria and testify to the village being ground down by a rapa- Shucassam, braved the bad reputation wisdom of their teachers. However, the cious baron, a parish terrorized by an of the Tombs and had his servants assail chief sorcerers of Minaria — the Eaters evil witch, a countryside menaced by one of the largest mausoleums. They of Wisdom — spurn the lyceum. “Charla- rampaging beasts: All of these are jobs poured boiling vinegar between the li- tans!” they say, “And prancing hedge wi- for the Order of the Hippogriff. mestone blocks to weaken them, then zards with rattles and bones!” 58 November 1981 Dragon Dragon’s Bestiary

Created by Erol Otus

FREQUENCY: Rare NO. APPEARING: 1 ARMOR CLASS: 2 (except underbelly, which is AC5) MOVE: 18 *12 HIT DICE: 13 % IN LAIR: 75% TREASURE TYPE: H NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-10 and 1-10 (2 claws) plus 2-12 (bite) SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 25% INTELLIGENCE: Average ALIGNMENT: Lawful evil SIZE: L (10’ legspread, 5’ high) PSIONIC ABILITY: Nil Attack/Defense modes: Nil

This creature’s true name — if it has one — is unknown. It has come to be known by the name “Devil spider” be- cause it certainly is some type of spider, and because it is devilishly evil in its at- tempts to capture prey and treasure. The devil spider usually makes its lair in a chasm or large pit, or in an open area near a well-traveled path or under a of the character’s strength and dexterity bridge. It will spin a web which spans an Target secured in position (using rope, (round fractions down), one limb (vic- open area (minimum 10’x10’, maximum spikes, or other devices): +1 to +4 tim’s choice) is freed. A victim can roll to 100’x100’) and will then lurk nearby, Target in precarious position (clinging try to partially escape once per round, waiting for a potential meal to arrive on to cliff wall, etc.): -1 to -4 but no more than two limbs can be pulled the scene. A spider may attack from The strands of the devil spider’s web loose in this manner. The spider will at- ground level, or may descend on a victim are very strong. Any particular strand tack at +2 “to hit” against a victim in the from above, suspended by a single strand will be broken only if it takes 10 points of web, and the victim (if able to fight back) of webbing material. damage in a single round, from one or will be at -4 “to hit” as long as he is in the The web is made of non-glossy, nearly more hits on the same spot. If a web web. transparent strands which cannot be de- strand takes less than 10 points of dam- A devil spider is reasonably intelligent, tected by torchlight from farther than 5 age in a single round, it will be able to and its course of action will always be feet away. And if a victim gets close absorb up to 10 more in a subsequent dictated by circumstances rather than enough to see the web, the spider will round, because the attacker(s) is not instinct. However, the creature is some- automatically attack. The devil spider able to hit precisely the same spot with what predictable. It will always begin a will surprise an adversary on a roll of 1-4. attacks in two different rounds. It takes combat situation by making repeated at- If at least one character or creature is 40 points of damage to sever a web at the tempts to push a target into its web, as no more than 10 feet away from the web, intersection of two strands, where the long as a target is available. Then it will the devil spider will not usually make a material is much thicker, but damage to assault the victim, trying to kill or weak- normal attack but instead will attempt to a web intersection is cumulative over en it so it cannot escape. During all this shove the character nearest the web into more than one round. time, the spider will generally ignore at- the strands. If it has a choice, the spider Blunt weapons do only half damage to tacks on its body, but if its hit points are will go for the target which is smallest or the web. It is fireproof, but takes double reduced to less than half of the original looks weakest. On a result of 11 or higher damage from cold-based attacks. number, it will either turn to take on the on a d20, this “push attack” will succeed. The web strands are coated with a ones doing the damage, or it will attempt The die roll is modified by the following clear, glue-like substance. A character to flee (depending on its estimation of factors: whose body contacts the web will be the strength of its enemies). After it has Target smaller than man-sized: -2 immobilized by the sticky goo, but may captured one victim, it will not attempt to Target larger than man-sized: +2 pull one or two extremities free. If a roll push another one into the web until the Target surprised: -2 of d20 is equal to or less than the average first victim is killed or freed.

59 Dragon Vol. VI, No. 5

slimy, brownish-green tentacles. These tentacles range from 6-8 feet in length, depending on the creature’s body size. Dragon’s Bestiary The mouth of a surchur doesn’t have teeth, but is lined with rows upon rows of sticky cilia that secrete a chemical which digests the flesh of humans and demi- Surchur humans. Two stout horns protrude from the middle back of the beast. They are not unlike those of a bull, but somewhat Created by Jeff Brandt larger. The horns are composed of an ivory-like material which is generally of FREQUENCY: Very rare good quality. Each horn can be sold for NO. APPEARING: 1 100-600 gp, depending on its quality and ARMOR CLASS: 2 the size of the surchur it came from. MOVE: 6" The surchur will typically attack first HIT DICE: 5-7 by trying to grab a victim in its tentacles; % IN LAIR: 60% if an 18 or higher is the result of the TREASURE TYPE: U,V,W,Z monster’s “to hit” roll, the victim is NO. OF ATTACKS: 1 caught and immediately takes 5-20 points DAMAGE/ATTACK: 5-20 of damage. During the next two rounds SPECIAL ATTACKS: See below the surchur will attempt to pull the cap- SPECIAL DEFENSES: See below tured victim into its mouth. The victim MAGIC RESISTANCE: 20% may attempt to break free in each round, INTELLIGENCE: Average with a base chance of 20% for success, ALIGNMENT: Neutral plus 10% for each plus “to hit” the char- SIZE: L (9-10' tall) acter may have due to high strength. PSIONIC ABILITY: Nil While the surchur is holding a victim it Attack/Defense Modes: Nil cannot attack another figure. A victim which is dragged into the sur- This loathsome creature has no re- chur’s mouth will take 2-8 points of dam- deeming physical features. Vaguely hu- age per round from the digestive juices manoid, the creature’s body is light until the victim or the monster is dead. brown to tan in color. Protruding from A surchur cannot put more than one the upper front of the body are eight victim in its mouth at one time. However, it prefers fresh food if it has a choice. A second victim can be grabbed and held while the first is in the mouth. When the tentacles have immobilized another vic- tim, the first one will be expelled from the mouth cavity even if it isn’t dead, and the new victim will be engulfed instead. If the surchur does not succeed in grabbing a victim, it will still do damage to an adversary within range of its tenta- cles by hitting with the tentacles them- selves. A surchur which is not injured will be able to effectively attack with a bunch of five tentacles at once, with each tentacle considered to do 1-4 points of damage on a successful hit. Any blow which is aimed at a tentacle, hits it, and does at least 3 points of damage will sev- er a tentacle. A surchur with fewer than 5 tentacles intact will do correspondingly less damage from a strike, and a surchur with fewer than 4 tentacles will not keep its grip on a victim as easily; the chance to escape per round is increased to 60% against a surchur with 4 tentacles, +10% for every tentacle less than four. If a surchur is very hungry, it will con- tinue to attempt grabbing victims as long as it is able. If its appetite has been at least partly satisfied, it will attempt to flee when seriously injured. A surchur’s lost tentacles will grow back in 3-6 days. The typical climate in which surchurs are found is jungle-like, but they can be found in just about any environment ex- cept extreme cold. 60 November 1981 Dragon

scrolls, or inscriptions, for these are obscured. Such a will always con- tain at least 30 dyll and perhaps as many Dyll as 100. Groups of more than 100 dyll are extremely rare, and if such a large group Created by Ed Greenwood attacks it will always form at least two swarms. FREQUENCY: Rare A swarm can hamper as many as three NO. APPEARING: 30-300 human-sized victims at a time, if they are ARMOR CLASS: 7 within 5 feet of each other. Within the MOVE: 6'/18" swarm, from 2-24 dyll will attempt to HIT DICE: 1-3 hit points strike at each victim every round. Soli- % IN LAIR: 45% tary dyll will attack only motionless (i.e., TREASURE TYPE: See below sleeping or disabled) creatures. NO. OF ATTACKS: 1 A dyll is covered with thousands of DAMAGE/ATTACK: 1-3 microscopic, hollow spines. Using these, SPECIAL ATTACKS: See below it sucks 1-3 hit points worth of blood SPECIAL DEFENSES: Nil from a victim each round. The initial MAGIC RESISTANCE: Standard strike of the dyll does 1 point of damage INTELLIGENCE: Animal as it attaches itself. It begins draining ALIGNMENT: Neutral blood on the round thereafter. SIZE: S (4-8 inches long) A dyll gains strength from the blood it PSIONIC ABILITY: Nil ingests, at the rate of 1 hit point for each Attack/Defense Modes: Nil 2 points of blood-draining damage it causes. It will remain attached and con- The bloodsucking swarms of the dyll tinue to drain blood until it is killed or occasionally descend upon herds of cat- until it reaches 9 hit points, whereupon it tle or small settlements, and are greatly will loosen its grip and fly away. feared. Dyll are small, leech-like crea- Dyll typically lair in rocky areas or tures. Teardrop-shaped and glossy silver caverns, usually near water where crea- in color, they wriggle in the manner of tures come to drink. Such lairs often worms when on the ground, but prefer to contain the drained husks of past vic- fly upon their rubbery “wings,” darting tims, and any treasure borne in by those about with great maneuverability (Flight unfortunates. Class A). One dyll in every 10 creatures will be Dyll locate their prey by sensing vibra- able to cast a Sleep spell affecting crea- tions, by, smell, and by homing in on tures with up to 3 hit dice when attacking sources of heat. These senses act in a victim. If its initial strike is successful, combination, and are effective up to a the spell is cast. Sleep spells cast by dyll range of 6". Dyll swarms will attack crea- striking in the same round are cumula- tures of any size, surrounding their vic- tive; thus, a pair of dyll may strike and tims in a blinding, hampering cloud. sleep a creature of up to 6 hit dice, three Creatures in the cloud attack at -1 “to dyll can affect a creature of 9 hit dice, hit” and are unable to read spell books, and so on.

61 Dragon Vol. VI, No. 5 Poltergeist Created by Craig Stenseth FREQUENCY: Very rare NO. APPEARING: 1-4 ARMOR CLASS: -3 MOVE: 12" HIT DICE: 6 % IN LAIR: 20% TREASURE TYPE: C, Q x 5 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: See below SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: 65% INTELLlGENCE: High ALIGNMENT: Chaotic neutral SIZE: S (3'+ tall) PSIONIC ABILITY: Nil Attack/Defense modes: Nil Poltergeists are the spirits of chaotic gnomes from Limbo and Gladsheim sent to the Prime Material Plane to spread the influ- ence of chaos. They enjoy jokes and tricks, and their magical nature makes it difficult to do anything to stop them. And when they are provoked by someone trying to spoil their chaotic fun, they become as single-minded in their purpose as a berserker. Poltergeists can use several spells of an illusionary nature. At will, they can perform the following feats of magic, at the 8th level of spell-use ability: Audible glamer, Hypnotism, Invisibility and Ventriloquism. They have infravision (60') and can teleport with no chance of error up to once per turn. The creatures are immune to cold-based attacks and are unaf- fected by charm, hold and sleep spells and attack forms. A poltergeist only takes half damage from electrical and fire- based attacks, which is reduced to one-fourth if it makes a successful save. Poltergeists will be armed as follows: 15% with club &sling, 30% with club & spear, 40% with short sword, 15% with short sword &spear. There is a 15% chance for any poltergeist carry- ing a club or sword that the weapon is magical (+1). The chaotic nature of poltergeists makes it difficult to des- cribe them in terms of general characteristics. They tend to show hatred for the same creatures that gnomes hate (goblins, kobolds and in particular), but will not hesitate to attack or beleaguer any character they encounter. Poltergeists cannot be forever slain when encountered on the Prime Material plane; one whose body is killed will have its essence banished to Limbo or Gladsheim for a time and will then be able to reappear.

62 November 1981 Dragon

Practicing Game Design IV: State of the art

This is the fourth of a five-part mini- Here is the first point: What is “state of the art” is presented here as a process of series in Simulation Corner that gives a the art” may not necessarily be new in exclusion: The problem is to create a detailed but non-technical answer to the games. State of the art may mean that a game system with the highest possible question of how to make a game. The traditional element of a game system has level of “average” modeling sophistica- series discusses this question in regard been handled with excitingly different tion without overburdening the game as each of the various steps of game de- mechanics. Or it may mean that the de- a whole so that it is perceived as exces- sign, starting with the selection of a top- sign has found ways to present things sively complex. The mark of excellence ic. Last month’s segment covered ways ignored or factored out in previous in game design is the elegance with and means of designing for realism. This designs. which inclusion and exclusion decisions month’s intention is to move beyond that While it is not possible to give a precise have been made, and the measure of the point to discuss the notion of “state of definition for “state of the art” as a con- quality of a game is how high its “aver- the art” in game design. cept, it is relatively easy to identify state age” sophistication remains despite the The series is based upon the exper- of the art in retrospect. The rule of thumb accommodations that must be made to ience of professional game designers to identify a state-of-the-art change is to retain the desirable feature of playability. drawn from three sources: interviews in ask whether the game design contains the hobby media; my own experience; one or more new elements that future As with the perennial problem of the and the testimony of a panel of game designs on similar topics cannot get quantifications that underpin game ca- designers who were asked to give their along without. pabilities, a trouble with inclusion/ex- opinions on these subjects. Designing for state of the art is not the clusion decisions is the subjective na- same as designing for realism, although The expert panel was composed of ture of the beast. There is no rule a de- the design tools (game mechanics) used Jay Nelson, noted for his designs Bridge signer can use to simplify his decisions in the service of both objectives are the on these matters. But it may help to con- Too Far and Highway To The Reich; same. A game need not be realistic to sider for a moment the other meaning of Jack Greene, author of the exciting new attain state-of-the-art distinction, but a “state of the art”: the outer limits of de- lronbottom Sound (Quarterdeck Games) realistic game will either attain the state as well as the update of Bis- sign technique. Clearly a relationship ex- of the art or else it will be perceived as ists between the topic of a game and marck; and Stephen Newberg, veteran too complex for comfortable play. which elements in its system will be at innovator with his Lee At The Cross- Thus, the task for the designer in roads and his WWII naval trilogy IJN- issue when a gamer looks at the design achieving state of the art is different than to see if it achieves this “state of the art.” Torpedo-Kriegsmarine (all games by in his quest for realism. Whereas in de- Because of this, the designer has a guide Simulations Canada). These highly qual- ified designers are together responsible signing for realism the creator of a game to where he should focus his detailed must seek to identify all the elements game mechanics. Here is the second for roughly two dozen published game relevant to the situation, in designing for point to mark: Focus the game mechan- designs. state of the art the task is to see if those ics on design elements that contribute to In an earlier column (“State of the Art,” elements can be handled reasonably the state of the art in that type of game. DRAGON #42), Simulation Corner ana- without overloading the overall design. lyzed two games on the same subject by Although in reality these are comple- The third point to mark is to always the same company done ten years apart. mentary design tasks, for ease of under- conceive of the game as a totality. From We found that the newer game had a standing it may help to think of realism the beginning of the innovation process, much more sophisticated approach, to as a stage of, including elements and the designer should have in mind a given modeling a number of game elements state of the art as a stage of excluding level of complexity for the whole game and concluded from this that there has things. and he should keep in mind how each been a improvement in the general “state Why is state of art being defined in this rule, mechanic, or subsystem builds to- of the art” with respect to game design. essentially negative fashion? Isn’t “state ward that level. If the total “design load” Among professionals there is incom- of the art” a process of modeling more of the game system exceeds the de- plete agreement on this point. Jack things more accurately in games? Yes, signer’s original intention then some- Greene, on the one hand, sees the state but... The problem is that the term can be thing in the system should be pared of the art as “moving forward certainly,” used in different senses: “State of the down, or the designer treads on thin ice. while Jay Nelson cautions that “state of art” can denote the outer limits reached In Highway To the Reich, for example, the art is an amalgam of inspiration and by design technique in modeling pro- Jay Nelson recalls that the use of num- stealing (not to mention some inspired cesses, or it can be used to mean an bers in the game became so prevalent stealing). Unfortunately, many times average level of modeling sophistication that finally “the numbers took control, ‘state of the art’ is only thought to be that in games of a certain type or period. not me.” This is a, predicament to be which is new. Many games which are no As a general question for game de- avoided unless the intention is expressly longer played contain ideas which are signers, it is this second meaning that is to design something like Campaign for even now ‘state of the art.’ ” now our concern. This is why “state of North Africa. 63 Dragon Vol. VI, No. 5

Let’s take this notion of a “design load” and make it more concrete. The essence of game mechanics and subsystems are created by the rules, so it’s a fair assump- tion that there is a relation between the complexity of a game and the length of its rules. In practice, the typed manus- cript for a “simple” game should work out to less than twenty pages, that for a “moderately complex” one to no more than forty. Of course, this last proposed solution is a mechanical formula. It is subject to manipulation in a way that does not en- sure the continued quality of the game system. Much better is for the designer to confront his design problems square- ly, by working with each major subsys- tem until that rule briefly expresses a game mechanic that deals with some real element in a satisfactory way. Mechanical solutions or rules of thumb are useful, but the best designers, in ad- dition to knowing “the book,” also know when to throw “the book” away. This is true both in the initial design stages and at the advanced game-development level. The best way to gain a feeling for this instinctive solution-finding is through obtaining and following a conscious phi- losophy of game design. In the last in- stallment of the “Practicing Game De- sign” series next month, Simulation Corner will turn to this issue of design philosophy.

64 November 1981 Dragon Universe is an artistic triumph

by Jeff Swycaffer

With precision typical of SPI, the game UNIVERSE was released exactly when the public seemed most ready for it. It’s a big game, of wide scope, and SPI has big plans for it. The first thing one sees upon examin- ing the box — after the price ($20 for the boxed version, including the Delta-Vee tactical combat system) — is the cover illustration: a family snapshot of a pair of adventurers and their trusty robot, all busily engaged in shooting their way out of a heavy ambush. It seems somehow typical of the far future that the woman is busily firing her pistol at some unseen threat while the man and the ’bot take time out to smile at the camera. The hopeful gamer moves on to the components, and here the first reward is more than five or six runs through the Skills have levels, and usually the striking: the four-color star map. Similar system to produce. square of the skill level is the bonus to to the map for SPl’s StarForce, this map Slightly annoying is the standard SPI the percentage chance for success listed is a true three-dimensional display of all obsession with play balance: For every for a certain task. If the base chance to known stars within thirty-one light years advantage and bonus a character is giv- ambush a party, for instance, is 30%, of Earth, shown in brilliant colors against en, there is a corresponding disadvan- then a character with Ambush-6 has a the deep black of space. The grid is rec- tage. The result is overall equality . . . but 66% [30 + (6 x 6)] chance, and a charac- tangular, as opposed to hexagonal — a certainly not mediocrity. When consi- ter with Ambush-7 has a 79% chance. change that subtly enhances the believ- dered in the light of the many, many role- Although other modifiers apply, such as ability of the situation. As in the Star- playing gamers who manage, against all agility and battlefield skill, it is the pre- Force map (the most beautiful piece of odds, to roll 18/00, for example, the cau- ferred skill, when squared, that gives the artwork SPI had ever produced, as of the tious SPI approach makes sense; and it greatest contribution to success. time of its release), the stars here are is certainly true that a character supreme, There seems to be quite a bit of psio- small, colored points, accompanied by a with a 185% chance of succeeding at any nics in this game, far more than a strictly brief label that names each star and given task, is ultimately a boring one to materialistic referee might be able to gives its spectral class. Gone — and role-play. Designer John Butterfield swallow. True, the power of these fa- good riddance — are the ugly poker- doesn’t seem to have gone too far in the vored and somewhat rare people is kept chip stellar displays of Freedom in the other direction, but he certainly has within reasonable limits, so that no psio- Galaxy and Sword and the Stars. The gone far enough. nic strongarm ruffian can take over the effect here, as opposed to those latter A character’s generation is affected by game. And true, the power is written into maps, is a chilly, naturalistic, and usable his choice of a general area of study, the game so that it can, with effort, be depiction of the far heavens. Another such as the military or the humanities, deleted, but far too many basic game bonus: Only a portion of the mapsheet and it is this choice that determines the systems are based upon the existence beyond the map is taken up with charts skills and personal characteristics that and use of psionic talent. Interstellar and tables, and these are useful ones, the character under development is most navigation is based on psionics, guaran- referring to the map itself. In one corner, able to improve. The fields of study of, teeing that there will be at least one of marring the overall effect, is yet another for example, the body and the military these not-quite-humans aboard every reproduction, making three in all, of the are most beneficial to such characteris- starship; this will be unacceptable to cover-art family snapshot, robot and man tics as strength and agility, while theoret- many gamers. posing with wide smiles while the wom- ical and applied sciences give a big On, then, to robots and equipment. an fires to stage left. boost to intelligence. These choices, as Unlike any system previous to Universe, But all other types of art pale in com- many as six for characters with low over- robots are built according to a simple parison when the rules are opened: Here all potential, or as few as two for charac- “shopping-list” approach, with money is art to be appreciated with another por- ters who were well born and very healthy, being the main limiting factor. Fortu- tion of the mind altogether. Character also determine what skills the character nately, not all that many different robotic generation takes up nearly half of the will be eligible to acquire later. systems are available, leaving it impos- 76-page rule book, and comprises the And the list of skills is substantial. sible for a player to produce anything most complex and complete character- From Agriculture and Ambush to Vehi- too grotesque. As always, play balance generation system that role-playing has cle Tech and Weapons Tech, each skill is is uppermost in the designer’s mind. yet developed. well described and documented, and Personal equipment is fairly standard — The system is nearly as complex as each has some reasonable application to if useful — stuff. Most of it is cash and character generation would be in real normal adventuring. Various applications carry, but a few very useful and needed life; nevertheless, most desired results of these “preferred skills” are outlined, items have a waiting time for acquisition. are within reach. Even the most difficult and the exact throws needed (on percen- The world-generation system is su- character type to obtain, the character tile dice) to achieve any given effect are perb. Everything from a planet’s position that is powerfully psionic, doesn’t take described. in the orbital sequence to its size, number 65 Dragon Vol. VI, No. 5 of moons, civilization level, and proper not adding much to the game, could place in the overall Federation is co- have been expected. True, the counters vered; mapping the planet’s surface is serve their purpose, and true, the real handled in a manner far more realistic record-keeping is in the paperwork on and useful than the system of icosahe- the players’ clipboards at their sides. dron/hexagons that other systems app- But, all in all . . . better could have been ly. The new system gives larger planets expected. more actual area, rather than simply in- creasing the scale on one standard map. The big question This may well be the game’s most out- How does the UNIVERSE system com- standing feature. Due to the fact that a pare with Traveller? The question prac- standard — and real — star field has al- tically begs to be answered. SPI asks it ready been generated (by nature, and on the feedback card that accompanies not by any mapper’s art), no system is the game. Players will ask it upon open- included for generating a new stellar ing the box. The noble worthies at GDW map. On the other hand, one won’t be will endeavor not to ask it at all, trying to needed during the course of play, so no- avoid calling all that more attention to it. thing is lost. Well, how do they compare? The section following this in the rules Details come first to mind. Traveller may well be the game’s worst: Character ships are built within a hull; Universe Action. The action sequence is dense, ships use interchangeable pods. slow, and, for referees without a compu- Traveller has fewer concerns with ro- ter, just about useless. The calculations bots; Universe cares less about the mil- aren’t complex at all; there are simply too itary. Both systems use a variation of tele- many of them. It has long been the pri- essentially World War II air combat, this portation for interstellar travel; both sys- mary fault of percentage-based game simplification is not only acceptable, it is tems feature psionics, swords, the con- systems that every action that could nearly ideal. cept of law being equivalent to total- possibly add even as much as one per- Both Mayday and Vector-3 suffer from itarianism, free trade between planets, cent to the probability of success of a the perfectly realistic fact that to slow and so on. given task must be taken into account. down in space takes as much time as to The essential difference, it seems, is The end result of this is not realism, it speed up. Because of this, players con- this: Universe, in what it offers, is super- is death by detail. If UNIVERSE doesn’t stantly overshoot their targets, their ob- ior. The character-generation and space- suffer from this as much as does TSR’s jectives, and the edge of the map while combat systems are superlative. The TOP SECRET® game (including the de- trying to line up the perfect bead on the world-generation and mapping systems signer’s additions, official or not), it does fleeing enemy. are unexcelled. Probably, many current- suffer from this fault more than TSR’s In Delta Vee a number of unrealistic, ly ongoing Traveller games will have BOOT HILL™ game or SPl’s Dragon- yet necessary, game devices are em- these and other systems adapted for use Quest. This fault in this section by no ployed to keep the speeds down. Now, in those campaigns. means makes the game unplayable; it cleverness and a little foresight can offset But it will be Universe that is adapted does raise the complexity level overall a the advantage an enemy might have into a Traveller campaign, not the other little more than was necessary. even with a bigger ship and heavier en- way around. Because Universe does not gines. Combat is by missiles and by yet offer a grand scope, like the Imperi- The Delta Vee tactical system beams, with a pleasant variety of each; um of Traveller, and does not offer the Delta Vee, as a space combat system, there aren’t many instant deaths out militaristic splendor that Traveller play- is unparalleled — the best space combat there, with one ship blowing another into ers have come to love, it will be hard put system on the market, narrowly beating component atoms, but the damage to a to become more than just a Traveller out GDW’s Mayday and High Guard. hit ship is satisfyingly severe, and is not supplement. The Delta Vee system is, by its nature, reparable (as opposed to Mayday, in In conclusion, and without fear of unrealistic, and that is one of its greatest which repair rolls can make the effects of overstating an essentially pretentious assets. Rather than trying for a simula- any hit meaningless, and in which win- view, Universe is highly recommended, tion of true zero-gravity maneuver, as ning means getting a dozen or so hits on simply because if it cannot be appreciat- was done in Vector-3, SPI and Butter- one section of the target over several ed for itself, it can be viewed as the best field have developed a free-wheeling, yet hours of play). There are no computer Traveller supplement on the market. In controlled system, more like an air battle rules for Delta Vee, a slight omission but time, with proper supplementation of its than anything else. Since in all of the not a disheartening one. own (SPI has great plans for add-on big-name movies and television series Perhaps the less said about the coun- elements), it has promise of becoming we’ve come to love, the space combat is ters, the better. Better counters, while far more. Buy it. A classic is given more class by Tony Watson reviewer plays very few WWII titles, but des- substance of the rules, primarily fine tuning pite this game’s relative complexity and length aimed at eliminating perfect plans and unus- THIRD REICH is Avalon Hill’s game of of play, my gaming group always manages to ual situations. World War II grand strategy in the European get together for two or three campaign games A strong testament to THIRD REICH’s con- theater. It was first published in 1974, and of THIRD REICH every year. tinued popularity is the fact that Avalon Hill since then has garnered some awards at Orig- The original rules were marred by a lack of has decided to take another look at designer ins conventions as well as the accolades of a clarity and a number of ambiguities; this led to John Prados’ game. This result is the third number of reviewers and gamers. This praise a second-edition rule book in 1976. This se- edition of THIRD REICH, and this time wide- is well deserved; the game is excellent. This cond effort made only minor changes in the ranging and fundamental changes have been 66 November 1981 Dragon

made. If the second edition was fine tuning, pleasing; the blue used for the water has been table. Players may expend BRPs and roll in the third edition is a major overhaul. muted, and the coastlines are thinner and hopes of discovering or possibly nullifying THIRD REICH is a strategic level game of thus more defined. the enemy’s variant chit. the war in Europe 1939 to 1945. The large map In the new force-pool cards, France and the The strategic warfare rules, which cover the depicts Europe from Lisbon to the Caspian U.S. now have separate cards instead of being U-boat campaign against British shipping Sea and Alexandria to most of Scandinavia. backprinted, so that both nations can be in and the bombing of German industry, have un- The units are approximately corps size and the game at the same time — if, for some dergone some major changes. For one thing, come in armor, infantry, and airborne (all land reason, France should survive until 1942. The the Allied ASW no longer eliminates Axis subs units) as well as air and naval units. The actual force pools have not been altered, and the on a one-for-one basis; starting in 1943, ASW movement and combat mechanics are not original countermix is still used. factors take out increased numbers of the op- overly complex, but take a bit of practice to The biggest changes are in the rules. Al- position, preventing the Germans from enjoy- master. Players have the option of making though basic concepts remain the same, there ing quite the runaway success that strategic attrition attacks on a given front, a sort of has been an almost total rewrite, and the ef- warfare afforded them previously. all-inclusive summation of the operations in a fort has paid off. Of the three rulebooks for the There is also a new provision that in a stra- region, or of taking an offensive, during which various editions, this is the most intelligible. tegic warfare phase when Allied bombers get attacks are made on an odds-chart CRT be- Some of the mechanics have been altered. through, the Axis must remove an air fleet tween adjacent units and nearby air fleets. For example, an armored unit does not have from play for that year and convert it into The turn sequence is move-combat-exploi- to survive and advance into a hex during interceptors. This keeps both sides on their tation, the final phase being a second move- combat to achieve a breakthrough, but it does toes and give incentives for the construction ment and combat opportunity for armored un- have to participate. This makes breakthroughs of both bombers and interceptors, units that its that did not attack in the first combat phase a little easier to effect. had before been largely ignored in favor of and were adjacent to attacking units that elim- The biggest rule changes have been made U-boats and anti-submarine warfare factors. inated their and advanced after in air and naval combat. The old system was This review includes only the most salient combat. It is this exploitation segment that rather simple; no die rolls were required, and changes made in the third edition of THIRD really gives the game a great feel for mechan- losses were extracted on a more-or-less even REICH; numerous smaller alterations were ized warfare. Combined with air units, ar- basis, though modified in favor of the larger made and even veteran players should re- mored forces can truly recreate the blitzkrieg force. In the new system, both sides roll a die; read the rules to insure catching them. of rapid advances and massive encirclements. their die rolls are modified either up or down One might ask if all the effort expended on a Naval units operate a little more abstractly, for such factors as numerical superiority and third edition of this venerable game was worth but can still perform their historic functions of nationality. The modified results are com- it. I would have to answer yes. Though some ground support, naval transport, amphibious pared, and the difference (in units) is lost by of the new rules take a little getting used to assault, and foiling of enemy naval missions. the lower roller, with the victor losing half as (the new air warfare sections are a prime ex- While THIRD REICH’s mechanics are inter- many units. The impact of this change on the ample), once they are understood they prove esting enough, the game has another whole game is considerable, especially in the air out to be changes for the better. It would seem level of play that forms an intense backdrop to war, which is a crucial adjunct to land combat. that it is possible to improve upon a good the operational/military aspects of the game. It is more difficult for the offensive player to thing, and the folks at Avalon Hill should be Players not only assume the role of general insure the destruction of the defender’s air commended for caring enough to take anoth- staff, plotting out and executing offensives, power, for one thing, and the air factors of er look at one of their products. but they must also take on the mantle of grand both sides tend to survive a little longer than strategists, making the political and econom- in the original game. More importantly, the ic decisions of when and where to fight. introduction of a luck factor into the resolu- Clausewitz’s maxim that war is an extension tion process allows the possibility of a smaller of politics is aptly illustrated. The players are force defeating a larger, something not pos- given basic criteria for victory (such as the sible before. Air attacks against fleets have control of a certain number of objective cities, been changed as well, now bloodier for both or conquest of a number of enemy powers) the navy units and the attacking planes. but are left pretty much on their own as to how Other changes include a reduction in the to do it. For example, while it might be wise for BRP loss to Britain for the Axis capture of Germany to attack Russia on or before summer Suez; the penalty is down from 50 BRPs to 25 of 1941, the Axis player is never compelled to BRPs, but Gibraltar is worth 25 now. The pro- do so by an arbitrary rule. There is no rule cess for resolving Murmansk convoy attempts compulsion to attack minor countries such as has been updated as well. Norway, Holland or Belgium, but the Axis (or Russia is always the deciding front for the perhaps even the Allies in rare instances) war, as the Soviet Union represents the most might find it advantageous for reasons of po- formidable obstacle to Axis victory. In the sition or economic aggrandizement. The op- original rules, the USSR was conquered when tions and strategies are variable and flexible. reduced to less than 75 ground, air or naval Economics plays a large part in the game. factors. The third edition lowers that require- Basic Resource Points (BRPs) are granted to ment to 50, but prevents the Soviet player each country; more can be obtained through from counting his fleets in his total. The Ger- economic growth or absorption of other na- mans must have a 3:2 ratio in factors to Rus- tions. They are expended in purchasing units sian strength inside the USSR proper, a bit from a country’s force pool or for paying for more than previously required. The net result declarations of war and offensive options. is that the Germans can concentrate on at- Aficionados will be pleased to know that the tacking Russian units and not have to worry 1981 version is essentially the same as the one about chasing down the Soviet fleets. they own, but they may be curious as to what A new section of rules dealing with foreign they will be getting for the $9 price Avalon Hill aid has been introduced. This allows the ma- is asking for an update kit, containing a new jor powers to make BRP grants to minor pow- board, scenario cards, and rule book. ers in an attempt to influence their activation. The main reason for the high price is the For example: Rumania, normally an Axis mi- new mapboard. Functional differences from nor that activates in summer of 1941, could be the old map are relatively minor. Sevastopol is prevented from doing so by BRP grants from now a fortress, Aachen has been renamed Russia, which would modify an activation die Bonn, and The Hague has been moved north roll in favor of the Soviets. The Germans, of one hex. Constantinople is now a Black Sea course, could spend BRPs to counter the So- port as well as a Mediterranean port, giving viet diplomatic effort. the Turkish fleet something to do if the Russ- Also new is the intelligence table, used in kies invade. The mapboard is more aesthetically conjunction with the campaign game variant

67 Dragon Vol. VI, No. 5

patches of magnetic stuff that can be chopped into chunks as desired and used to mark the New gaming accessories: location of stationary objects. Magnetized characters are given a sense of direction by the use of a special marker sup- plied with the kit. It’s called a dry erase Useful, durable, original marker, and it produces a dark brown line. Walls, doors and other terrain features can be by Kim Mohan a little steep for what is essentially an ordinary drawn on the grid, and as characters move looseleaf binder with a gaming-oriented gim- into different locations the DM can quickly I remember the days when the only things a mick. But it appears to be very sturdily con- redecorate by wiping away the walls that game magazine reviewed were games — the structed and is covered in a tough plastic don’t belong and drawing in the ones that do. days before people like Tim Orisek, Chuck coating that doesn’t seem likely to split at the The process is not as tedious or time-con- Kennedy, R. B. Zajeski and some guy named seams. It’ll last for a long time. suming as it may seem; step-by-step changes Polly S started to carve out their own niches in Another $8.95 will get you two smaller usually involve only a few lines’ worth of re- the adventure-gaming market. SPELLBINDERS designed for the computer- drawing, and the marker is erased very easily They don’t do games, you see. They do game enthusiast. Covered with the same gold by a finger wrapped in a piece of tissue. (A game accessories — things that aren’t games vinyl as the big notebook, the smaller binders finger not wrapped in tissue will erase a line themselves, but are supposed to be used with are for storage of computer mini-disks and just as easily; chances are if a number of play- a game to make the game itself easier or more tape cassettes. The disk depository measures ers are moving figures around the sheet at enjoyable to use. Making game accessories is 9x12 inches. The inside has four simple, clear one time, somebody will accidentally wipe a good way for a manufacturer to get a slice of plastic pockets to accommodate an equal out a wall with his thumb once in a while.) the game-playing consumer’s dollar without number of mini-disks. The cassette container The marker leaves a slightly visible residue going to all the trouble of creating a new game is 7x10 inches, with four tape-shaped rectan- on the metal after the fluid is wiped away, but (and cluttering up things with yet another set gles of molded plastic on one of the inside the dingy buildup seems to come off easily of rules for something or other). surfaces and a sleeve opposite it where doc- with soap and water. The instruction sheet Does this mean that game-accessory ma- umentation or rules can be stored. mentions, almost in passing, a point that nufacturers are trying to take advantage of All of the SPELLBINDER products have a should have been more strongly emphasized: the public’s enthusiasm for the hobby by giv- valid purpose, but perhaps some purposes Standard felt-tip markers will not work. If the ing people more ways to spend their amuse- are more valid than others. Maybe it’s be- fluid from a non-erasable marker is put on the ment money? Well...yes. cause I don’t happen to own a multitude of surface and allowed to dry, it won’t come off But that doesn’t mean they’re crooks or disks and cassettes, but I can’t see the compu- easily if at all. clods — particularly not the manufacturers ter-game SPELLBINDERS being snapped up The three pages of instructions are very mentioned above. The gaming accessories by everyone who’s into that aspect of the complete — so much so that a lot of the sug- they’ve produced are an asset to the hobby hobby of gaming. For the price of a couple of gestions will seem self-evident to anyone with because they satisfy three important criteria: binder sets, you can pick up some new blank a bit of experience in playing with figures. The They’re useful, they’re durable, and most im- disks or cassettes instead, and I have a feeling MAGNE=MELEE Basic Set is available for portant of all, they’re original. that’s what a lot of people are going to do... $11.95 plus $1.95 postage from Creative Con- Contact Orisek Industries, P.O. Box 52, ceptions, P.O. Box 33, So. St. Paul MN 55075. * * * Hinsdale IL 60521, for more information on You can also get an expansion kit (black, SPELLBINDERS or any of the company’s blue, green and red markers plus more mag- Orisek Industries is a company that makes other products. netic stuff) for $4.95 plus $.95 postage, and “How come nobody thought of that before?” the colored markers are sold as a set by them- products. The people who brought the third * * * selves for $3.85 plus $.65 postage. (Apparent- dimension into gaming with Counter Clips ly to get another Diamo Dot sheet, you have to and Nebelwerfer Smokescreens have now Chuck Kennedy is the head of Creative buy another Basic Set. Try making ‘em an come up with SPELLBINDERS™, Orisek’s Conceptions and the purveyor of a new play- offer.) ing aid called the MAGNE=MELEE™ Magnetic MAGNE=MELEE is a good idea and a con- Graphic System, which is — venient, simple system. But I’m afraid that if a Heck, there’s no way around it. It’s a cookie customer’s initial reaction is, “$12 for a cookie sheet, folks. A deluxe cookie sheet, to be sure, sheet?!” then his money is liable to end up in with the other equipment and instructions some other company’s coffer. Chuck Kennedy you need to make moving miniatures around doesn’t attempt to ignore the origin of the easier and more exact. playing surface; he brings it up in the instruc- The product’s conceptual claim to fame is tions, and also points out that “it helps us something called the Diamo Dot™ pattern. provide serious gamers with an effective gra- The underside (where the cookies don’t go) of phic system at a reasonable price.” the 11"x17" metal sheet is printed with the Maybe if the original product exhibits e- outline of a grid of larger diamonds and nough (ahem) attraction, Creative Concep- smaller dots. The diamond grid is set out in 1" tions would be able to sink some money into a squares, corresponding to 5 feet scale dis- new version with specially prepared board tance in 25mm. Each four-square-large sec- sections that could be added to one another tion of the diamond grid contains 25 smaller in modular fashion. The scale size of the play- squares defined with dots. Each of the smaller ing surface (40x70 feet) in 25mm is not suffi- squares (7/16") represents a distance of 1 me- ciently large for many encounter areas, and ter in 15mm scale. The overall pattern, while the obvious way to expand is to join two difficult to describe in words, is not confusing boards together. And if you’ve never tried to to behold on the back of the sheet. There butt the edges of two upside-down cookie trademark for an assortment of vinyl note- aren’t a lot of diamonds and dots, only as sheets together, go out to the kitchen right books. The flagship of the line is an 8½x11- many as necessary to properly outline the now and satisfy your curiosity. inch, three-ring looseleaf binder that doubles playing area. It’s easy to orient your eyes and as a storage place and a DM’s screen. When “see” only the pattern you need for the scale the notebook is opened out, the cover can be of your figures. tilted away from the center spine and the The MAGNE=MELEE Basic Set includes a After you’ve stood up your notebook and binder will stand up to keep its contents strip of pliable magnetic material which can drawn out your map on metal, you can click shielded from eyes on the other end of the be cut into ½-inch squares and temporarily on your DRAGONBONE™ and get ready for table. fastened to the bases of figures (one side of action. Now a DM can decide a character’s The big SPELLBINDER notebook has a the magnetic strip is self-adhesive) so they’ll fate with the flick of a switch and push of a suggested retail price of $8.95, which sounds stay where they’re put, plus a couple of button — and no more fishing around in the 68 November 1981 Dragon shag carpet for that cute little 5mm micro-die The 54 colors and (presumably) their names that just tumbled off the table for the twentieth were developed by Polly S in cooperation time. DRAGONBONE makes die rolling elec- with TSR Hobbies, Inc., and the line is li- tronic without the use of a computer. censed as an official AD&D™ product. The The device is made by R. B. Zajeski and DB colors are available individually in the com- Enterprises, 14030 S. Laramie, Crestwood IL pany’s standard 5/8-. bottles, and 15 smaller 60445. It is a sturdy plastic cylinder about an containers of basic paints are packaged in the inch in diameter and 7 inches long, with a dial Polly S AD&D Fantasy Paint Set. on the bottom and a double column of little If you want to consider the colors and red lights down one side of the cylinder. The names as official AD&D rule additions (and dial can be set to simulate a roll of d4, d6, d8, why not?), we now know the body colors of d10, d12, d20 or percentile dice, and when a some creatures whose descriptions in the button is pressed one of the lights (two, if Monster Manual don’t even tint at an answer. you’re rolling d%) within the specified range The series includes Carrion Crawler Lt. Green, comes on. Couatl Orange, Hippogriff Yellow, and Djinni The marrow of DRAGONBONE is an elec- Lt. Blue, among others. At last we know what tronic clock that cycles 2,000 times per se- the “nauseous” Mind Flayer Mauve looks like. cond. Different numbers are generated de- And, mysteriously, we learn of the existence pending on when the pushing of the button of Basilisk Dk. Green. (The Monster Manual interrupts the cycling of the clock. Thus the says basilisks are “usually dull brown,” so this number generation is not literally random; it’s must be what color the unusual ones are.) The a function of the time between button-pushes. major humanoid races, up to and including But there’s no way to beat the system unless giants, are all represented by a shade depict- you can estimate elapsed time with accuracy ing their appropriate skin color — at last, a to 1/2000 second. definitive statement on the difference between How do you playtest a product like this? Dwarf Flesh and Gnome Grey/Brown. You push a lot of buttons, trying to find out if the numbers seem to be random. They seem to be. You wait for the machine to make a mistake, like giving you a result of 12 when you roll a 10-sider. It didn’t. DRAGONBONE does what it’s supposed to. I hope Son of Dragonbone, if there is one, does more. The machinery needs to be up- graded, if it can be, to allow for one-shot gen- eration of numbers from more than one die. You can get a new number as quickly as you can push the button again, but it’s a pain to go “click” over and over to calculate a 6-die fire- ball when you can pick up a handful of dice and get it over with in one motion. DB Enter- prises is reportedly at work on an improved model; if technological and financial consid- erations do not prevent it, maybe the “ulti- The list goes on — and I would be remiss in mate” hand-held random-number generator not noting Beholder Body Fuchsia, Anhkheg will be upon us soon. DRAGONBONE is cer- Underside Pink, Remorhaz Blue/Green, and tainly a big step in the right direction. It can be Bulette Head — all the colors you never knew had by mail for $21.95 plus $1.50 postage. you needed until you found out they existed! The Fantasy Paint Set comes with a couple * * * of brushes, a 25mm wizard figure from Gen- adier Models’ official AD&D figure line, and It takes a lot of effort to keep up on devel- little bottles of metal primer and clear gloss opments in the world of fantasy gaming. finish in addition to a good selection of starter Something as ordinary as a color chart from a colors. The whole thing is packaged in an paint company can provide a wealth of new official plastic tray that includes mixing wells information about a game—when the chart is for blending your own shades. Look for the from the new ADVANCED DUNGEONS & Fantasy Paint Set, or the larger display of the DRAGONS® Color Series by the Floquil- entire line, in your store — if only to find out Polly S Color Corp. what color a cockatrice is supposed to be.

69 Dragon Vol. VI, No. 5

70 November 1981 Dragon

71 Dragon Vol. VI, No. 5

common in the dinosaurs’ world. Less DINOSAURS MARINE CREATURES well known is this species of fully marine (Continued from page 76) Below are the most interesting-and crocodiles, with flippers instead of feet. nodon weighs about 50 pounds, and can well known of the marine animals con- The first attack listed is a whack with the lift off to glide in only a moderate breeze. temporary with the dinosaurs. Not all of tail; the second is the bite. It uses the blade-like crest on its head as these are dinosaurs but will be encoun- a rudder and stabilizer while flying. It tered in the same time and place. Not Dinicthys cannot carry anything weighing more covered is the megalodon, which is found FREQUENCY: Common than a few pounds. A pteranodon is in in the Monster Manual under “Shark.” NO. APPEARING: 1 trouble if it is caught on the ground or on ARMOR CLASS: 6 the surface of the water by a predator, for Archelon MOVE: 18" its hollow bones and thin wing mem- FREQUENCY: Uncommon HIT DICE: 7 branes make it highly vulnerable to at- NO. APPEARING: 1 NO. OF ATTACKS: 1 tack. However, an entire flock will dive to ARMOR CLASS: 2 DAMAGE/ATTACK: 3-24 attack anything which threatens its cliff- MOVE: 3"//12" SIZE: L (25' long) side nest. HIT DICE: 6 Dinicthys is a giant hunter fish with a NO. OF ATTACKS: 1 huge mouth. It will attack anything smal- Quetzalcoatlus DAMAGE/ATTACK: 1-8 ler than itself. FREQUENCY: Rare SIZE: L (12' long) NO. APPEARING: 1-3 Archelon is actually a giant prehistoric Elasmosaurus ARMOR CLASS: 10 marine turtle. It feeds on swimming crea- FREQUENCY: Common MOVE: 3"/15" tures smaller than itself. NO. APPEARING: 1 HIT DICE: 3 ARMOR CLASS: 6 NO. OF ATTACKS: 1 Crocodile, Marine MOVE: 15" DAMAGE/ATTACK: 1-10 FREQUENCY: Uncommon HIT DICE: 8 SIZE: L (40' wingspan) NO. APPEARING: 1-4 NO. OF ATTACKS: 1 This huge pterosaur is an awesome ARMOR CLASS: 5 DAMAGE/ATTACK: 3-18 sight as it sweeps across the sky. But MOVE: 15" (water only) SIZE: L (40' long) though it is 15 feet long with a 40-foot HIT DICE: 4-9 (d6 + 3) Elasmosaurus is among the largest of wingspan, quetzalcoatlus weighs less NO. OF ATTACKS: 2 the plesiosaurs. Though 40 feet long, than 100 pounds! It eats carrion and DAMAGE/ATTACK: 2-12/3-18 (4-6HD) over 20 feet of this is neck. Its long, small prey. With a good wind, a full-sized or 2- 16/5-20 (7-9HD) needle-like teeth are made for catching quetzalcoatlus might be able to carry off SIZE: L (15'-40' long) fish, but it could also easily reach into a a small child or light halfling. Crocodiles and giant crocodiles are small boat and snatch a sailor.

72 November 1981 Dragon lcthyosaurus Tylosaurus bers of the family of mosasaurs include FREQUENCY: Common mosasaurus and nothosaurus. FREQUENCY: Uncommon NO. APPEARING: 1-20 NO. APPEARING: 1 ARMOR CLASS: 8 Plesiosaurus ARMOR CLASS: 6 MOVE: 24" MOVE: 18" FREQUENCY: Common HIT DICE: 2 HIT DICE: 7-12 (d6 + 6) NO. APPEARING: 7-6 NO. OF ATTACKS: 1 NO. OF ATTACKS: 1 ARMOR CLASS: 7 DAMAGE/ATTACK: 1-6 DAMAGE/ATTACK: 2-20 (7-9HD) MOVE: 15" SIZE: M (7'long) or 3-30 (10-12HD) HIT DICE: 4 SIZE: L (20'-40- long) NO. OF ATTACKS: 1 A classic case of convergent evolu- DAMAGE/ATTACK: 7-8 tion: An icthyosaur looks so much like a Tylosaurus is a mosasaur, a giant ma- SIZE: L (10' long) dolphin that a character who hasn’t seen rine lizard (not a dinosaur). It is pro- one before is 90% likely to mistake it for a pelled through the water both by flippers Plesiosaurus is representative of most dolphin. Unlike dolphins, these marine and by its powerful tail. It has a large plesiosaurs, being 10 feet long, of which reptiles are savage predators, and are far head and mouth, shaped like a lizard’s 5 feet is neck. Like elasmosaurus, its more likely to attack a swimmer. rather than a carnosaur’s. Other mem- main diet is fish.

DINOSAUR ENCOUNTER TABLE When characters in an AD&D™ game are adventuring in dinosaur country and the DM is using this article as a reference, this updated encounter table will prove more appropriate than the one found in the Monster Manual.

Creature name and type Plains Scrub Forest Marsh Creature name and type Plains Scrub Forest Marsh Allosaurus (carnosaur) 01-04 01-04 01-04 01-04 Parasaurolophus (hadrosaur) 51-54 52-58 53-60 59-67 Anatosaurus (hadrosaur) 05-08 05-11 05-08 05-13 Plateosaurus (sauropod) 55-62 59-65 61-68 68-73 Ankylosaurus (ornithopod) 09-12 12-15 09-12 --- Pteranodon (pterosaur) 63-66 66-69 --- 74-76 Apatosaurus (sauropod) 13-16 16-22 13-20 14-19 Quetzalcoatlus (pterosaur) 67-68 ------77-79 Brachiosaurus (sauropod) 17-18 23-26 21-24 20-25 Stegosaurus (ornithopod) 69-76 70-76 69-76 80-85 Crocodile, Marine ------26-37 Teratosaurus (carnosaur) 77-80 77-80 77-80 86-91 Deinonychus (carnosaur) 19-22 27-30 25-28 38-40 Therezinosaurus (carnosaur) 81-82 81-84 81-84 91-94 Diplodocus (sauropod) 23-26 31-37 29-36 41-46 Triceratops (ornithopod) 83-94 85-93 85-92 --- Iguanadon (hadrosaur) 27-38 38-44 37-44 47-52 Tyrannosaurus rex (carnosaur) 95-96 94-96 93-96 95-96 Misc. small dinosaur* 39-50 45-51 45-52 53-58 Other creature† 97-00 97-00 97-00 97-00

*— “Miscellaneous small dinosaur” includes all dinosaurs deer-sized or smaller. They are edible, but of no other interest to adventurers. † — When “Other creature” is rolled, the DM should employ one of the following: A standard AD&D fantasy monster. A monster that might be found on dinosaur turf if it were real (lizard men, giant toads, giant snakes, etc.) A new kind of dinosaur of the DM’s creation, previously unknown. A highly evolved dinosaur; for instance, an intelligent dromaeosaur with “hands” (two fingers and a thumb) instead of mere clawed fingers.

As previously mentioned, the DM should use judgement about how tough the encounter should be. It may be desirable to use a species similar to, but smaller than, the one rolled up. Crocodiles may be normal or giant-sized, depending on the circumstances.

The story actually started a few weeks more of Larry Elmore’s artwork in the before Larry’s reminder arrived, when I pages of DRAGON magazine in the Da story wrote to Larry to inform him that the months to come. The folks at TSR Hob- painting he had sent us was indeed ac- bies, Inc., (our parent company) were so ceptable for publication, and (like it says impressed with the painting Larry did for of on page 2 of Da Letter) “the money will be Dragon Publishing that they offered him a coming soon.” After “soon” had long job as a box-cover designer and illustra- since passed, Larry drew the following tor for TSR Games products — and he “Da Letter...” pages and sent them to us. His distinctive took it. way of communicating didn’t go unno- Which means he’s just down the street by Kim Mohan ticed or unappreciated: He got his money, now, instead of all the way down south in and we got a great little set of comic-strip Leitchfield, Kentucky. And an editor I’ve met Larry Elmore, and he would pages that I wished there was a way to doesn’t have to have an intelligence of 18 agree with me that he’s not the kind of publish... to take advantage of a situation like that. I person who stands out in a crowd. But he Well, where there’s a madness, there’s a won’t be able to keep myself from cross- has two real good ways of getting atten- method. Sure we can publish it, I said. All ing the threshold of his office with a plea tion: He paints terrific pictures, and he we have to do is wait ’til the calendar is for an illustration for this article or that draws terrific letters. released, so people will understand what short story, and we may try to talk him “Da Letter,” which begins on the page it’s all about, and . . . to avoid giving away into flexing his fingers on a regular comic following this one, arrived at the Dragon the big finish, I’ll stop there and hope it all strip. And if Larry ever shows us another Publishing World Headquarters after a becomes clear after you see the next four color painting as good as the one on the payment to Larry was, er, somewhat over- pages. cover of our calendar, you’ll all see it real due and he decided we deserved a little The story has an epilogue, which we’re soon after we do. poke in the ribs (or wherever it is you poke happy to relate because it means (among On second thought, maybe I shouldn’t someone who owes you money). other things) that you’re liable to see have said soon. . . .

73 Dragon Vol. VI, No. 5

74 November 1981 Dragon

75 Dragon Vol. VI, No. 5

76 Dragon 365 REASONS...

...to own the 1982 DAYS OF THE DRAGON™ fantasy art & trivia calendar Reason #32 (February 1): “On this day in 1974, the DUNGEONS & DRAGONS® fantasy adventure game was first published.”

Keep track of your days and keep track of your dragons with the 1982 edition of Dragon Publishing’s DAYS OF THE DRAGON fantasy art & trivia calendar. Each day (actually 396, since January 1983 is included) includes one or more bits of historical, humorous or unusual trivia, such as reason #32 above.

The giant 12"x24" display (designed to be hung on the wall) features 14 striking, full-color pieces of fantasy artwork specially commissioned for the calendar from such well-known DRAGON’” artists as Dean Morrissey, Phil Foglio, John Barnes, Clyde Caldwell, and James Holloway. Each month is embellished with one artist’s conception of a D&D® dragon — and the results are, to say the least, interesting.

So go dragon hunting. Find the 1982 DAYS OF THE DRAGON calendar wherever you buy DRAGON magazine, or send $7.00 (includes postage and handling) to receive one by mail order from Dragon Publishing (a division of TSR Hobbies, Inc.), P.O. Box 110, Lake Geneva WI 53147.

77 Dragon Vol. VI, No. 5

78 November 1981 Dragon

79 Dragon Vol. VI, No. 5

80