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D RAGON 1 that goes from the first floor to the se- cond and back again. It may not save all that much time, but then again, nobody’s ever fallen down a flight of elevators. We don’t have to resort to teleport via automobile spells to get in touch with the rest of the company; no more driving a mile on a wild-goose chase, hoping to find someone who “was just here a min- ute ago.” As is the case with most old houses, Just about three ago, yours truly building as the other people who work 723 Williams St. had some tenants other walked timidly in the front door of TSR with us to keep DRAGON magazine than the people who made and mailed Periodicals, hoping to find gainful em- coming out month after month — advan- magazines. There were mice in the walls, ployment. Just about three weeks ago, tages that we hope will translate to ben- mice in the halls, mice in the floor, mice the staff of Dragon Publishing walked efits for all of our Gentle Readers. We galore. We caught and caged some of back out that same door for the last time. should be able to operate more efficient- ‘em for a while, but one dark night there Don’t worry: DRAGON™ Magazine is ly, making our printing deadlines with a was a mass escape, and things were alive and well; this issue is proof of that. little time to spare — which means we never the same between us again. Some But the building we used to occupy — might be able to produce and distribute day soon, when a big iron ball comes which was at one time the site of the magazines to stores and subscribers’ crashing through the front window at entire TSR Hobbies, Inc., operation — is mailboxes even more promptly than 723 Williams, those mice will realize the not so healthy any more. We’ve moved we’ve been doing in the past. error of their ways. And maybe then the across town into newer, sturdier quar- Of course, a new working environment tears will come. ters, to a complex that will eventually means a lot of changes in our day-to-day house most of the 200-plus people who existence — but we don’t expect them to work for TSR. be bad changes. We’re giving up some Closing the door at 723 Williams St. things, to be sure, but that’s not neces- was a bit of a sad occasion. But, if the sarily unfortunate. truth be known, I didn’t see anyone For instance, there’s no more bound- shedding any tears. There are lots of ad- ing up and down a creaky set of stairs at vantages to being located in the same deadline time. Now there’s an elevator

e’ve heard it said that the best way to get ahead in this world is to keep your ears and eyes open — and Contents your mouth shut. Certainly, that axiom applies to the adventurers in Paul Sonju’s cover painting, and it’s also good advice to follow with some of the articles in this issue. With languages, for instance, you’ve got to SPECIAL ATTRACTION look and listen before you can learn to speak. And, when con- Thieves’ Cant Pocket Dictionary — Learn to speak fronted by an illusion, what you see and hear (or don’t hear) is a the way wall-climbers and pickpockets do ...... 37 lot more important than what you say. You can enhance the use of languages in your D&D® or OTHER FEATURES AD&D™ adventuring by using this issue’s special inclusion —a Should they have an edge? — Weapons for spell-users dictionary of Thieves’ Cant vocabulary that you can fold and YES — Sapienza suggests variant rules ...... 6 trim to fit in pocket or pouch. To go with it, we’ve assembled a NO — Humphrey supports AD&D™ system ...... 7 special section of “language lessons” you can use to add more Elfquest — Characters adapted for AD&D play ...... 12 detail and more flavor to that aspect of your campaign. Is it really real? — Phantasmal Force examined ...... 31 By their very nature, illusions (and the characters who cast The ‘familiarity factor’ — Keep illusionists in line ...... 32 them) are always subject to interpretation. Inside you’ll find a Languages: A special section couple of articles suggesting how to keep illusions and illusion- Thieves’ Cant: A primer ...... 35 casters in proper perspective. Immediately preceding those Language rules leave lots of room ...... 46 stories is an extra-long edition of From the Sorceror’s Scroll, Fantasy philology ...... 50 wherein unveils twenty-six new, official spells for Old Dwarvish ...... 52 illusionists in the AD&D game. Dungeon Design Contest rules ...... 63 An edged weapon has two sides — and so does the debate An open letter to Rick Loomis ...... 71 over the weapon-use rules in the D&D and AD&D systems. Both Friends in High Places — She’s not kidding ...... 73 sides of the topic are examined at the start of our feature section, with John Sapienza advocating an alteration of the REGULAR OFFERINGS rules and Bruce Humphrey offering his rationale for why the Out on a Limb — Letters from readers and writers ...... 3 rules are fine just the way they’re written. Convention schedule ...... 10 For the thousands of ELFQUEST fans, and the thousands Sage Advice — Questions & answers on AD&D rules ..... 16 who have yet to discover Cutter and the rest of the crew, we Featured Creatures— New genies from EGG ...... 20 present the principal characters in the sage described in AD&D From the Sorceror’s Scroll — New illusionist spells ...... 22 terms — illustrated with full-color portraits by Wendy Pini. Leomund’s Tiny Hut — More low-level critters ...... 54 In Featured Creatures this month, Gary Gygax fills out the Up on a Soapbox — individuals make a difference...... 58 family of geniekind with official renditions of the marid, dao, Off the Shelf — Reviews of the latest literature ...... 67 and jann. In Leomund’s Tiny Hut, Len Lakofka offers some of Dragon’s Augury — Smuggler evaluated ...... 70 his creature creations — intriguing low-level monsters guaran- What’s New...... 76 teed to make even high-level characters use their wits instead Wormy ...... 78 of just their weapons. — KM DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are registered trademarks owned by TSR Hobbies, Inc. ™ designates other trademarks owned by TSR Hobbies, Inc., unless otherwise indicated. Vol. VII, No. 5 October 1982 Rahman’s rebuttal tendencies instill “neuteristic values, This Publisher: Jake Jaquet produces unhappiness and frustration for Editor-in-Chief: Dear Editor: both sexes” (Savages of Gor, page 199). He Editorial staff: Marilyn Favaro I would like to address the “Cabot com- believes that since an average woman cannot Gali Sanchez plaint” (Jeff Norton’s letter in issue #63). outfight nor outrun an average man, it is natu- I assure Mr. Norton that I have indeed read ral for her to obey and serve him. This seems Business manager: Debbie Chiusano the entire series of Tarl Cabot’s adventures. In to me the classic expression of the strong Circulation: Cherie Knull fact, I have recommended the books to many being served by the weak. Contributing editors: Roger Moore of my friends and consider myself a fan, not a Mr. Norton throws up a few ideas to support critic, of the series. his point of view, but he is unintentionally Mr. Norton takes strong objection to my being ironic. He speaks of Tarl as being de- This issue’s contributing artists: classification of Tarl Cabot as an Evil charac- moralized. Tarl was in fact much more of a Paul Sonju Ray Williams ter (large E). After considering what he says, I Chaotic Neutral during those months or years Robert Allen Roger Raupp maintain that in AD&D terms Lawful Evil is of demoralization than later, when he re- Wendy Pini Phil Foglio still a more accurate description of Tarl Ca- gained his spirits. His first act when so doing Jim Holloway David Trampier bot’s character than is Chaotic Good or Neu- was to impulsively enslave a loyal, hard- tral, which he proposes. working, and harmless employee — his ac- DRAGON Magazine (ISSN 0279-6848) is pub- Tarl Cabot is a very complex character and countant Luma, the same girl whom he had lished monthly for a subscription price of $24 a two-word descriptive phrase is admittedly befriended and freed from servitude at the per by Dragon Publishing, a division of TSR Hobbies, Inc., P.O. Box 110, Lake Geneva WI an oversimplification. Is a man who saves the height of his demoralization (Marauders of 53147. world Evil? Is one who habitually commits Gor, page 23). Neither does the protest that acts which our society ranks among the most Tarl did not take enough ships to be classed DRAGON Magazine is available at hundreds heinous Good? I considered the matter of as a pirate hold up under a careful reading of of hobby stores and bookstores throughout the United States and Canada, and through a limit- alignment (within the confining space of Raiders of Gor (page 196). In fact, he was ed number of overseas outlets. Subscription AD&D’s nine possibilities) very carefully. I such an innovative and brilliant pirate (or pri- rates are as follows, with all payments to be called in the opinion of friends who were fa- vateer) that the insurance rates forced upon made in advance: $24 for 12 issues sent to a U.S. or Canadian address; $50 U.S. for 12 issues sent miliar with both the books and the game be- his victims were nearly running them out of via surface mail or $95 for 12 issues sent via air fore I made my choice. the competition. mail to any other country. On page 23 of Guide In the last half of the series, Tarl’s behavior it says, “Lawful evil creatures consider order ought to be considered Evil, at least where A limited quantity of certain back issues of DRAGON Magazine can be purchased directly as the means by which each group is properly women are concerned. It is true that many of from the publisher by sending the cover price placed within the cosmos, from lowest to these persons were his or Gor’s enemies, but plus $1.50 postage and handling for each issue highest, strongest first, weakest last. Good is many were acting within their rights when ordered. Payment in advance by check or mo- ney order must accompany all orders. Payments seen as an excuse to promote the mediocrity they offended him and some were entirely cannot be made through a credit card, and of the whole and suppress the better and innocent. A good number of the women he orders cannot be taken nor merchandise re- more capable, while lawful evilness allows has subjected to abduction, forced prostitu- served by telephone. Neither an individual cus- each group to structure itself and fix its place tion, compulsive labor, uncomfortable impri- tomer nor an institution can be billed for a sub- scription order or back-issue purchase unless as compared to others, serving the stronger sonment, chaining, flogging and worse were prior arrangements are made. but being served by the weaker.” of a character which no doubt would have I consider Tarl to be Lawful because he been protected or championed by a hero of The issue of expiration for each subscription is printed on the mailing label for each sub- upholds the laws of his caste (the Warriors) any kind of Good alignment. Some of us scriber’s copy of the magazine. Changes of ad- and serves the interests of his city. When he could stretch the concept of Neutrality to dress for the delivery of subscriptions must be can, he helps bring order out of strife and cover such actions, but many can’t. received at least 30 days prior to the effective chaos, as when he led the action to replace date of the change in order to insure uninter- It is not uncommon to emotionally equate rupted delivery. Port Kar’s collection of rival Ubars (warlords) “likable” or “enviable” with “Good.” It is true with an oligarchy of rich and powerful mer- that the career of a colorful and daring rogue, All material published in DRAGON Magazine chant-pirates, the Council of Captains. He thief, outlaw, or gangster makes fascinating becomes the exclusive property of the publisher upon publication, unless special arrangements has worked to bring harmony to the tribes of and enjoyable reading. The planet Gor is a to the contrary are made prior to publication. the South Plains, of the Tahari and of Tor- marvel of inventive detail and ingenious crea- DRAGON Magazine welcomes unsolicited sub- valdsland. Moreover, he is an agent of the tion. Nonetheless, the ledger of Tarl Cabot missions of written material and artwork; how- Lawful Neutral Priest-Kings. So much for can be credibly said to come down on the Evil ever, no responsibility for such submissions can be assumed by the publisher in any event. Any Lawful. Is he Evil? side, as most of us play AD&D. To argue oth- submission which is accompanied by a self- Tarl Cabot seems to support wholehearted- erwise is like saying that Al Capone only sold addressed, stamped envelope of sufficient size ly the Gorean caste system, by which (to beer. will be returned to the contributor if it cannot be published. quote AD&D again) “each group is properly Glenn Rahman placed in the cosmos.” Who can deny that he Thielman, Minn. DRAGON™ is a trademark for Dragon Publish- is also an ardent supporter of the Gorean ing’s monthly adventure playing aid. All rights slave system, which is fully as harsh as that of on the contents of this publication are reserved, and nothing may be reproduced from it in whole the Roman Republic? True, he is indifferent to or in part without prior permission in writing enslaving men, but he positively asserts that Roger's reason © from the publisher. Copyright 1982 by TSR by nature and biology women are most fitted Hobbies, Inc. for a life of slavery. Tarl commonly makes Dear Editor: Second-class postage paid at Lake Geneva. categorical statements such as: “Slavery is Some comments on issue #64: Wis., and additional mailing offices. good for a woman” (Explorers of Gor, page In response to Gary Gygax's question (Out 210). He is as critical of the Good tendencies on a Limb), green dragon armor (when prop- POSTMASTER: Send address changes to Dragon Publishing, P.O. Box 110, Lake Geneva of Earth’s western democracies (in which he erly prepared) possesses some qualities sim- WI 53147. USPS 318-790. ISSN 0279-6848. was reared, remember) as any AD&D Lawful ilar to a Necklace of Adaptation. Dragon ar- Evil person would be, believing that these mors have an innate resistance to the breath DRAGON 3 weapon used by the dragon they came from. the use of such materials. In general, gun In the case of green dragon armor, a magical powder will not work. That is because it func- field is activated that deflects molecules of tions on a scientific principle, and as every poisonous gas from the wearer; it makes no adventurer knows, the fables of science and difference if the face, mouth, and nose of the technology are sometimes found in strange wearer are exposed or not. Obviously, this areas, but the laws of magic are such that no resistance is not as powerful as the protection one can possibly believe in these arcane pur- provided by a Necklace of Adaptation (it will suits. They never produce results. not prevent the wearer from drowning or from E. Gary Gygax vacuum exposure) but it is very helpful Lake Geneva, Wis. nonetheless. A minor correction: Finn MacCumhal has a +21 bonus vs. giant-type humanoids; Hold that answer! this looked like a typesetting error. (Wrong, Rog: I changed it because +21 looked like an Dear Editor: author’s error. — KM) In DRAGON #62, Sage Advice, you said, The section on assassins was very well pre- “Any character or creature under the influ- pared; “The Assassins’ Guild” was clear and ence of a Hold person, animal, or monster well organized, and “The Assassins’ Run” was spell, literally can’t move a muscle. . . .” If you equally enjoyable. The artwork added im- can’t move a muscle for a minimum of 6 measurably to the articles; if I recognize the rounds, you would die because you could not style, it was the same artist who did the pic- breathe, and your heart would not beat. ture for Tom Armstrong’s and my “Bandits” I suggest you revise it [the answer]. Maybe article in #63. (Right, Rog: His name is Steve say “he cannot talk understandably because Peregrine, and he’s a good one.) his facial muscles don’t move, but otherwise I don’t always read the fiction in DRAGON the spell does not affect interior muscles.” Or, but “The Next-to-Last Mistake” was an excep- move the spell up to higher levels because it tion, and a superb one at that: one of the most is, as you interpret it, a lethal spell. satisfying stories I’ve read in a long while. Alexander Powers Roger (“The Learned Author”) Moore Niantic, Conn. Louisville, Ky. Speaking for the Sage, I can suggest this: The AD&D world is a place where magic Gary on gunpowder works, a world not bound by the rules of phys- ical and natural sciences. Nothing says the Dear Editor: victim of a “Hold” spell has to be able to With regard to gun powder in the D&D® or breathe — or needs to — while under the AD&D™ game systems, I wish to point out the influence of the spell. It’s pointless to try to following: The rules contain no provision for refute magic by citing scientific “fact.” — KM

4 OCTOBER 1982 D RAGON 5 YES

SPELL-USERS SHOULD BE ABLE TO USE "FORBIDDEN" WEAPONS — BUT WITH DECREASED DAMAGE

BY JOHN SAPIENZA

Every edition of the D&D® rules has distinguished between the combat ability of various character classes by limiting the weapons that could be used. The magic-user was limited to a dagger as the weapon of last resort, the cleric was limited to blunt weapons, while the fighter was allowed to use any wea- pon desired but strongly encouraged to use the sword by virtue of the fact that it has the best damage range on the weapons list. In effect, mages were limited to d4 weapons, clerics to d6 weapons, and fighters steered toward d8 weapons. In gaming terms, this makes perfectly good sense. Mages have arcane powers and need to be limited in other areas to keep them from dominating the game; fighters are weapon- masters and need a system to express this; and the classes in between need to be kept at a middling level of skill to favor fighters in their specialty. The problems arose on the role-playing side of the hobby, for the rules dictated results without giving any explanation for the reasons. There were even inconsistencies in the rules, such as the existence for mages of +1 staffs, implying that mages could use non-magical staffs as two-handed weapons as part of their training because they had the skill to use the magical versions. The worst problem was the limitation on clerics. The original rules stated that the D&D game was open-ended as to societies in which the DM set the campaign, with gods of any pantheon available for clerics to follow. Yet the rules on clerics contained many provisions that tied D&D clerics tightly to medieval Chris- tianity, and in particular this included the rule limiting clerics to blunt weapons. A mace was the proper weapon of a crusading warrior-priest, perhaps, but this weapon choice made no sense at all for a cleric whose god was always depicted in the temple statuary with a sword or a spear — to use a different weapon would be an affront to the cleric’s own deity. As a matter of role-playing, the rule was a mistake, regardless of the game- balance goals that were the reason the rule was used. There are also problems for fighters in the existing D&D rules. In a tightly run, closed campaign, all the characters are born in the area and grow up learning the weapons and armor customary to the folk. But in most games, characters are drift- ers, often from far lands and with strange garb, gear, and be- liefs. It makes poor role-playing sense to have every fighter marching in lockstep with every other because the game rules make one weapon the only sensible thing to use — yet that is what happens in a D&D game. Only a hardened role-player is going to use anything but a sword, when the rules make the sword the only single-handed d8 weapon on the list, most others being d6 weapons regardless of description. The wargaming considerations that guided the drafting of the D&D rules have run roughshod over role-playing consider- ations, it seems to me. One’s character’s choice of weapons ought to depend on background cultural influences, including racial preferences, as well as professional ones. I think it is desirable to change the rules to encourage greater diversity of choice — but how to achieve this while still keeping the differ- ent character classes from becoming equal in terms of typical damage done with their weapons of choice? (Turn to Page 9)

6 OCTOBER 1982 NO

RULE RESTRICTIONS ON WEAPON USAGE ARE FIRM AND FAIR

BY BRUCE HUMPHREY

“. . . So I pick up the dropped sword, and—” “Wait a minute. You’re a magic-user,” protests the DM. “You can’t use a sword.” “Yeah? Why not?” “I’ve been meaning to ask you the same thing,” says a cleric, reaching for a pike. “But it’s in the rules,” is the DM’s only plea to the mutinous pair.

The AD&D™ rules preventing magic- users and clerics from employing certain weapons often cause scenes like this. The rules are necessary for play balance, yet this is not enough for many players: these rules should also be justified in “logical” terms. And the DM should have some effective (and consistent) recourse when these rules are broken. Arguments about Gandalf and Odin-worshipping clerics carrying spears can destroy an adventure, or at least the playing ses- sion, so the importance of this topic should not be undervalued.

The magic-user What makes a magic-user tick? Judg- ing from the rules, the average mage has excellent concentration, exercises pre- cision in what he does, a firm belief in the success of his spells, and the calmness necessary to bring about this success. All these qualities are essential if he is to “impress” spells on his mind, repeat the words and movements exactly, and know they will work. Being attacked while he is casting a spell will negate the magic, either because it breaks his concentra- tion or upsets the calmness he must maintain. A nervous sorcerer, with doubts about the efficacy of his spells, will not be a sorcerer for long. It has been suggested that it is not only nervousness and lack of concentration, but large quantities of metal, which upset the delicate balances in a magic spell. Many DMs of my acquaintance claim that this factor alone would explain why magic-users may not use weapons. In part, this may be correct. A large amount of metal (usually estimated at over twelve ounces, or larger than the size of a dagger) will tend to disrupt a spell unless it is part of the material component of the spell itself.

D RAGON 7 This would account for the “dagger foundly disturbing to magic-users. This the presence of the element itself. Holy only” rule, but not for the prohibition also explains the natural antipathy be- thoughts and feelings of closeness to a against using javelins, spears, or bows tween fighters and mages. The use of deity are not easily mixed with violent (all of which have small metal heads, or such potent, purely physical, modes of death and spurting blood. An evil cleric heads which are comfortably far from combat symbolizes, for the magic-user, would quickly lose his calm facade, be- the user’s body), nor with using all-wood the forsaking of magic and the accep- coming enamored with the idea of hack- or bone-tipped spears (not a great alter- tance of the fighter’s world and values. ing and murder. A neutral would find it native, but seemingly viable for a crea- The use of any weapon, other than the distasteful to contact the fluid, and good tive player). Using this loophole in the obviously defensive dagger and quarter- types would find it positively abhorrent. “metal rule,” a creative group might try staff (these may also be justified, in the These all pertain primarily to combat, snaring a strong magician with a metal- M-U’s subconscious, as tools useful for not to the holy spilling of blood, which braided rope, or throwing a metal shield more than just fighting), contradicts the involves a cleansing ritual and certain at him, in hopes of neutralizing his magi- mind-set of the magic-user, turning him selfless feelings. Unless it is “purified,” cal talents. into a weak and untrained fighter. The blood disrupts the sacred thoughts flow- Nor are all types of armor included in armor justification is tied in to this, in ing through a cleric’s mind, and the mind this rationale, since leather and padded that wearing armor admits the weakness would later continue to dwell on the armor can theoretically be made without of the magic-user’s own spells and the memory of the sight. Any religion which utilizing enough metal to bother the need for such protection. His decision to specifically promotes the spilling of spell-caster wearer. Because of these wear armor, or use prohibited weapons, blood only does so in certain prescribed difficulties, the “metal rule” is not a uni- introduces the fear of failure into the rituals, not in the haphazard way of versal enough reason for magic-users to M-U’s, psyche, making any subsequent combat. Spilling blood for a deity be- avoid using weapons. attempt at magic useless. comes almost sacrilegious if done out- Because of the nature of the magic- What happens to a magic-user who side of such a ritual. (At least for a cleric, user’s mental makeup, there are several uses a prohibited weapon or wears ar- such a ritual would not include wading psychological reasons which can be ad- mor? The first occurrence results in the into battle while yelling, “Blood for my vanced for the weapon restrictions on loss of all the rest of his spells for that Lord Arioch!“) magic-users. Because these “psycho- day. He cannot use spells again at all Additionally, players must remember logical reasons” are in the caster’s mind, until he spends a 24-hour period in con- that the main goal of any religion is to they remain with him at all times, and templation. For more severe “first of- gain converts. There is also the matter of cannot be voided without eliminating his fenses,” the M-U may be required to for- punishing the wicked (usually in the usefulness in magic as well. Since magic feit 10% of his experience points, and/or course of requiring their repentance). use is a taught skill, the limitations are be beset with one form of insanity for a Maces and club-type weapons are well passed on from teacher to pupil, ac- period of weeks equal to 20 minus the suited for both punishment and conver- counting for the all-encompassing and M-U’s wisdom score. The second time a sion (while making certain that the con- continuing aspects of these restrictions. magic-user so assaults his own sensibili- vert’s skin stays whole), without being The main reason magic-users can’t ties results in his losing all spell-casting necessarily “killing” instruments. The wear armor is the inhibiting characteris- abilities. One use of a prohibited weapon mere presence of such tools reminds the tics of this form of defense. To cast or armor means the use of such an item cleric of his duty to his god and his duty spells, the magic-user must be relatively in one combat encounter, for the dura- to convert sinners and unbelievers, caus- free to move — and this involves not just tion of that (single) battle, no matter how ing him to feel closer to attaining his physical freedom, but psychic freedom as many rounds it lasts. ultimate goal. well. A mage in armor feels as con- In a similar vein is the symbolism be- strained as if he were physically tied up. The cleric hind the mace and other club-type wea- The very act of spell casting is a claim for Like the magic-user, the cleric has cer- pons, which comes to the fore in the total freedom, for the mage is reaching tain psychological requirements to be hands of a cleric. Staff-like weapons por- out to another place, free from the re- met for the successful casting of his tray the cleric’s role in divine matters strictions of other men. For such a per- spells. Primary is the feeling of holiness, much as the rod (similar in form) is a son to be constantly (or even temporari- the sense of being in touch with his deity. symbol of kingship. Clerics are taught ly) wearing armor — which reduces Factors in this are calmness, thoughts this connection and it becomes deeply freedom — is absurd. Robes and cloaks, pleasing to the god, and self-assurance. ingrained in their minds. A union be- the traditional garb of magic-users, are The cleric must have no doubts as to his tween the weapon he uses and his right loose and free-flowing clothes, which personal worthiness to act as the tool of to perform the holy spells of his office is perhaps don’t enhance the “bid for free- his god. These are the thoughts which formed in the cleric’s mind. His weapon dom” but certainly don’t work against it. affect the cleric’s choice of weapons. promotes his feeling of sanctity. There is a symbolic aspect to the wear- The cleric seems to be modeled on the The combination of the cleric’s psy- ing of armor as well, one which would medieval priest, who was (officially) for- chological need for a certain weapon inhibit the magic-user’s subconscious. bidden to use weapons which purposely and the disquiet involving impure blood- Body armor symbolizes primary concern spilled blood. But it has been contended letting sets certain restrictions on the for the physical world, framing the mind- (primarily by players of cleric charac- clerical mind. Should a cleric take up a set for fighting and other bodily con- ters) that certain gods who use sacred pointed or edged weapon and use it, the cerns. The profession of the magic-user weapons would promote the use of sim- effects are devastating. His feeling of is concerned with the world of the mind, ilar weapons by their priests, either for impurity will prevent him from using any and the continued wearing of such pro- identification, or for a feeling of kinship clerical spells until a cleric at least three tection would draw his thoughts away with the god. The ban on the use of wea- levels higher casts a Bless spell on him. from his spells toward more concrete pons other than the “smashing” type can In any case, he will lose 10% of his exper- concerns, no matter how dedicated his be justified, however, and this justifica- ience points and will (wisdom times five original plans were. tion especially applies to chaotics and percent of the time) feel the need to go The weapon prohibitions are also evil types, who would be the first to ob- on a holy quest or a pilgrimage. The sec- bound to symbolism. The tools of com- ject to the rule. ond time he commits this transgression, bat and the thought mode for their use Blood is the primary reason for the he loses his clerical powers altogether, are the antithesis of the skills and restriction, not because of a ban on the usually becoming the equivalent of a thoughts used in magic, and so are pro- spilling of blood, but rather because of first-level fighter.

8 OCTOBER 1982 YES into two categories, single-handed weapons of d8 and double- handed weapons of d12 maximum damage. I put the two- (Continued from Page 6) handed weapons two dice sizes up for fighters to make up for The solution to this might be to re-examine the rules on the significant loss in armor protection that not being able to weapon damage. This is a touchy subject, on which many use a good magic shield can bring (but would limit mages to d6 people consider themselves experts. Since I know perfectly damage with staff anyway). For those of you who feel that well that I am not an expert on this, I offer the following sugges- weapons need to be more differentiated, you can always do that tion with some diffidence. by using a weapons vs. armor system. The point to using this It seems to me that perhaps weapons cannot be defined with system is that it allows greater freedom in role-playing by mak- great precision as to what damage they do, so what we really ing weapons choice one of cultural and religious considera- are talking about is distinctions between weapon groups by tions, while maintaining game balance. size and mass, rather than by shape and operation. I would therefore not have one d8 weapon, a lot of d6 weapons, and a WEAPON DAMAGE TABLE few d4 weapons. Instead, I would change it to a lot of weapons Weapon Category Character Category which in the hands of experts will do d8 damage, a smaller lot of Semi- Non- weapons that in the hands of experts will do d6 damage, and a One-handed weapons Fighters fighters fighters very few d4 weapons. The distinction in the new system would Battle axe d8 d6 d4 not be by weapons, but by degree of training of the users. Broad sword d8 d6 d4 The character classes in the D&D rules are divided basically Dagger d4 d4 d4 into fighters who are expert warriors, magic-users who are weapons d6 d4 — completely incompetent in melee (at least in theory), and a Rapier d6 d4 d4 bunch of other types in between. In other words, D&D charac- Short sword d6 d4 d4 ters fall into fighters, semi-fighters, and non-fighters in terms of Spear d8 d6 d4 role models. Why not align weapon damage accordingly? An Thor’s hammer (sledgehammer) d8 d6 d4 expert would be able to get full potential damage out of a hammer (war pick) d8 d6 d4 weapon, a person given limited training with arms would be able to get lesser damage, while a person untrained with wea- Two-handed weapons pons would be able to get only a bare minimum from an unfa- Great axe d12 d8 d4 miliar tool picked up in a panicked, last-hope defense. Great hammer (military sledge) d12 d8 d4 Single-handed weapons would almost always do d8 damage Great mace (maul) d12 d8 d4 in the hands of a fighter, the master of weapons. This includes Great sword d12 d8 d4 the broad sword, battle axe, mace, war hammer, etc., and would Halfling weapons d10 d6 — apply to fighters of most humanoid races allowed in the game, Hand-and-a-half sword d10 d8 d4 which (depending on which edition of the D&D rules you are Lance (heavy spear) d12 d8 d4 using) includes humans, elves, and dwarves. Smaller creatures Lucerne hammer (military pick) d12 d8 d4 such as would be limited to smaller weapons in a Pole arms (halberd, pike, etc.) d12 d8 d4 middle category, such as the gladius short sword. So would Quarterstaff d12 d8 d4 full-size folk in unusual circumstances, such as an officer Staff, light d10 d6 d6 forced to use a dress sword unexpectedly; these would do d6 in the hands of experts. Thieves, who are limited to light, easily Throwing weapons concealed weapons because of the nature of their activities, Throwing axe (tomahawk) d6 d4 — would use d6 weapons also, while as a mixed class they would Throwing hammer d6 d4 — be limited to d6 damage even if using heavier weapons. The Throwing knife d4 d4 — same is true of clerics — a cleric with a broad sword would do Throwing spear (javelin) d6 d4 — d6 damage. The reason for this is that, because they spend only part of their time perfecting their combat skills, they cannot get Rate of Semi- Non- as much damage capability out of a weapon as a true expert Missile weapons fire Fighters fighters fighters could. A magic-user or other non-fighting class would do only Bow, long 1/rd d10 d8 — d4 damage with unfamiliar weapons picked up, including that Bow, short 1/rd d8 d6 — broad sword, again due to lack of skill. Because the mage Crossbow, light 1/2rd d10+1 d8+1 — spends all of his or her time locked up with arcane grimoires Crossbow, medium 1/4rd 2d6+2 d10+2 — learning new spells, there is no time for someone of this profes- Crossbow, heavy 1/6rd 2d8+3 d12+3 — sion to the skill needed to do better than this. So, that d4 (arbalest) dagger is as good as can be had, and a lot easier to carry, too. Sling, hand 1/rd d8 d6 — Because this is a weapons expertise system, the lack-of-skill Sling, staff 1/2rd d10 d8 — rationale could be applied to any character, regardless of class, who picks up a totally unfamiliar weapon. That is to say, you Notes on Weapon Damage Table could promote role-playing by forcing players to choose what “Fighters” includes human fighters, rangers, and paladins, weapons a character will specialize in, with four weapons for and dwarves and halflings among the nonhumans. fighters, three for semi-fighters, and two for non-fighters “Semi-fighters” includes human clerics, druids, thieves, and (dagger and staff for mages as their single-handed and double- bards, and all combined-class characters such as elven fighter- handed weapons — and no throwing daggers, that’s a separate magic users. skill!). Attempting to learn a new weapon would have the char- “Non-fighters” includes magic-users and illusionists. acter (if a fighter) doing d6 damage for one level of experience The light staff (same size as a magic staff) is the only two- before getting it up to d8 expertise, while a semi-fighter would handed weapon for which a M-U can receive combat training. do d4 damage for one level of experience before getting up to Magic-users do not learn the specialized skill of throwing a d6 with the new weapon. Mages don’t go around learning new dagger, or any other throwing or missile weapon. This is inten- weapons, and should be told so firmly. The same applies to tionally restrictive, and should be strictly enforced if you want clerics and other semi-fighters who ask for more training to to keep magic-users away from military skills. The throwing improve their damage up to fighter level — they don’t have time weapons are all specialized weapons that are smaller than their enough to improve that much. regular melee equivalents, hence the reduced damage. This system, admittedly, bunches all weapons pretty much The crossbow actually takes more time to use than shown,

D RAGON 9 but the figures given are workable. Since it is a lot easier to use a fully long time between shots. Hand-drawn bows really ought crossbow accurately because you don’t struggle to hold the to be given higher damage figures for realism, but given that the string taut while aiming, I have made them +1 to hit for light, +2 archer gets in two to six times as many attacks as the crossbow to hit for medium, and +3 to hit for heavy crossbows, and this is user, it seems better (for the sake of balance) to rate them as reflected in the damage figures. This benefit offsets the woe- shown for damage. Convention schedule ROCK-CON 9, Oct. 16-17 — Miniatures, boardgames, role- STARCON ’82, Oct. 30 — A gaming convention to be held at the playing games and dealer booths will highlight this event, to be University of British Columbia in Vancouver, B.C., Canada. For held at Rockford Lutheran High School in Rockford, Ill. For information, contact chairman Ignacy Lipiec, 229 E. 22nd Ave., details, contact Cliff Wilson, 14425 Hansberry Road, Rockton Vancouver, B.C., Canada V5V 1T8. IL 61072, phone (815) 624-7227. WARGAMERS WEEKEND, Nov. 5-7 — The latest running of AKROMINICON, Oct. 22-23 — This SF/fantasy/gaming con- this semiannual event is sponsored by the Newburyport (Mass.) vention will be held in the University of Akron Student Center. Wargaming Association in conjunction with Chris’s Game and Admission for both days is $6 in advance, $8 at the door. For Hobby Shop. It will be held at the Disabled American Veterans more information, contact Tim McFadden, 660 Kling St., Akron (DAV) Hall in Newburyport, Mass., starting at 11:30 a.m. Friday. OH 44311, phone (216) 535-6280. Advance registration is $3 per day ($1 for Friday). Overnight accommodations and refreshments will be available at the hall. FALL SCI-FI CONVENTION, Oct. 29-31 — Role-playing game Those desiring further information can contact Chris’s Game competition is just one of the many attractions at this gathering. and Hobby Shop, 83 Lafayette Road, Salisbury MA 01950, The site is Griswold’s Inn in Fullerton, Calif. Memberships are phone (617) 462-8241. $7.50 each by mail until Oct. 10; admission at the door is $15 for the weekend. For information, phone (213) 337-7947 or write to AUTUMN REVEL, Nov. 6-7 — The staff of TSR Hobbies, Inc., Fall Sci-Fi Convention, c/o Fantasy Publishing Company, 1855 will get together with gamers for another of TSR’s mini- West Main Street, Alhambra CA 91801. conventions at the American Legion Hall, 735 Henry St., Lake Geneva, Wis. A diverse schedule of gaming events will be of- WORLD FANTASY CONVENTION ’82, Oct. 29-31 — To be held fered, along with the traditional auction, and refreshments will at the Park Plaza Hotel in New Haven, Conn. Guests of honor be available on the premises. Doors will be open from 9 a.m. to will be Peter Straub, Joseph Payne Brennan, and Donald Maitz, midnight on Saturday and from 9 a.m. to 6 p.m. on Sunday. with Charles L. Grant as toastmaster. Information is available Admission is $5 for the weekend or $3 for one day, and all game by writing to World Fantasy Convention ’82, P.O. Box 8262, events are free of charge. For details, write to Autumn Revel, Hartford CT 06108. c/o TSR Hobbies, P.O. Box 756, Lake Geneva WI 53147.

10 OCTOBER 1982

ELFQUEST Fantasy comic characters fleshed out for AD&D™ play

by Karl Merris

ELFQUEST is a graphic novel by and parry of ideas rather than swords, Wendy and Richard Pini about the colli- and the transcendence of the spirit over sion of disparate cultures, human and history, culture, and race. inhuman, and the consequences of that This article concerns itself mainly with collision on the people of those cultures. issues 1 through 5 of ELFQUEST, al- Unlike most fantasy comics, ELFQUEST though it also draws upon information is not merely a hack-and-slash adven- from later chapters of the story. Togeth- ture story. Instead, it is a story that deals er, these issues comprise the first book with the emotional and intellectual con- of ELFQUEST, “Journey to Sorrow’s flicts between its characters, the thrust End.”

The human tribes, of course, knew no- Cutter thing of the elves’ valiant defense against Madcoil, but they knew what Madcoil 4th-level fighter had done to them, and they could guess ALIGNMENT: Lawful good the monster’s origin. Human dislike of HIT POINTS: 31 the elves grew into open hatred, and the ARMOR CLASS: 7 conflict between the two races NO. OF ATTACKS: 1 intensified. DAMAGE/ATTACK: 2-9 (with his The elves found it harder and harder to sword, New Moon) avoid contact with the hostile humans HIT BONUS: +4 and, inevitably, one of the Wolfriders, MOVE: 15” Redlance the tracker and shaper of trees, PSIONIC ABILITY: Nil was taken prisoner by them. Rushing to STRENGTH: 13 Redlance’s aid, Cutter and his Wolfriders INTELLIGENCE: 12 stormed the human camp, and in the en- WISDOM: 16 suing fight one of the humans died by DEXTERITY: 17 Cutter’s hand. Having recovered Red- CONSTITUTION: 13 lance, the elves vanished into the forest CHARISMA: 17 before more blood could be spilled. SIZE: S (4’tall) But the humans’ revenge was swift in coming and devastating in extent. Driv- Cutter is the chief of the Wolfriders, a en to madness by this latest elvish out- tribe of elves that for many long years hunting for elf skulls, just for fun. Each rage, the chief of the human tribe or- dwelt in a deep forest they named the side, of course, blamed the other for dered that the elves’ forest be put to the Holt. They led a simple, uncomplicated starting the trouble, and neither side tru- torch. The resulting conflagration was life, hunting by night with their friends ly wanted to end it. so great that the Holt and all the region the wolves, trading for metal with the But, in the time Cutter came to be chief around it were consumed, and the lands irascible mountain trolls and, on occa- of the Wolfriders, the feud between man of both Elf and Man were destroyed. sion, feuding with neighboring bands of and elf found a final, terrible ending. The Cutter and his Wolfriders fled to the humans. herald of the disaster was Madcoil, a mountains. Forcing his way into the sub- There had been bad blood between monstrous accident spawned by ancient terranean realm of the trolls, Cutter was the Wolfriders and the humans for as elf magic, a thing composed of fangs and able to “persuade” the Troll King to long as anyone could remember. It had claws and an insatiable bloodlust. From guide the elves beneath the mountains never escalated into actual warfare; nowhere it appeared, and in the course to the green lands beyond, where the neither the elves nor the humans were of several days it ripped through the elves would finally be safe from humans. quite civilized enough to enjoy that brand tribes of both elves and men, dealing But Greymung, the Troll King, angered of insanity. But from time to time a new death impartially. It was Bearclaw, Cut- by the Wolfriders’ invasion of his do- territorial boundary would be drawn, ter’s father, who tracked and wounded main, tricked the elves by leading them fought over, and drawn again. From time the beast, before falling beneath the to a sterile, sun-blasted desert and then to time, the elves would steal human creature’s claws, and it was Cutter him- sealing the troll tunnel behind them, so children, just for fun. From time to time, self, as the head of his tribe, who finally that the elves could not return. bravos from the human camp would go slew Madcoil. Cutter persevered. With no other route

12 OCTOBER 1982 Artwork © 1982 Wendy Pini. Reproduced by permission of the publisher, Schanes and Schanes. open to them, he led his tribe into the Leetah would have none of the fierce elf sionate fighter, unswervingly devoted to barren land, a desolation terrifyingly un- chieftain, despite a certain secret attrac- the welfare of his tribe. His responsibili- like the elves’ native forest. tion she felt for him. ties as chief of the Wolfriders are ever After much trial and hardship, Cutter Ultimately, Cutter had to fight for the near his thoughts, and though given to brought his people out of the desert and right to court Leetah (and, in a more flashes of anger and reckless action, he into the rugged mountains beyond. general sense, for his tribe’s acceptance is a wise leader when given the oppor- There, much to his astonishment, Cutter by the Sun Folk) by accepting the chal- tunity for reflection. The typical elf is found Sorrow’s End, a thriving village of lenge of Leetah’s other suitor, Rayek the provincial and tradition-bound (as might elves. Even more astonishing, Cutter hunter, a tough, resourceful elf and a be expected in a people whose lives span also found Leetah, a proud, capable elf- leader among the villagers. As prescribed centuries), Cutter is an elf of vision, who maiden to whom he instantly lost his by the customs of the Sun Folk, the two can see beyond past prejudices and heart. combatants met in three contests, one present fears to the hope of the future. But, as Cutter soon discovered, find- each of strength, wit and courage. The And, when vision and hope aren’t ing is not having. The Wolfriders had winner each time, though a very near enough, Cutter has New Moon, a +1 troll- found the Sun Folk (as the elves of Sor- thing, was Cutter. forged shortsword. Interestingly, there row’s End called themselves), but the Eventually, Leetah finally yielded to is a key concealed within New Moon’s ways and temperaments of the two tribes Cutter’s charm and good nature, and the pommel, a key which, Cutter has been were so different (the Wolfriders wild two were joined. And in their union, the told, can open the way to a vast treasure and aggressive, the Sun Folk peaceful two elf kindreds, Wolfriders and Sun trove hidden somewhere in the troll and easy-going) that it seemed uncer- Folk, came together in peace. They were, mountains. Having more pressing prob- tain that the two kindreds could live to- in that time, one people. lems, Cutter has not followed up on this, gether. Cutter had found Leetah, but Cutter, Blood of Ten Chiefs, is a pas- but he will. In time. Skywise

3rd-level elf fighter/4th-level thief Wolfriders, Skywise has been at his side, offering good counsel and lightening his ALIGNMENT: Lawful good friend’s burden of responsibility. As his HIT POINTS: 20 name implies, Skywise is a stargazer and ARMOR CLASS: 8 a collector of stories and folklore, an el- NO. OF ATTACKS: 1 vish natural philosopher. He is also, DAMAGE/ATTACK: 1-8 (shortsword) when required, a conniver, a trickster HIT BONUS: +2 and a thief. At once practical and mis- MOVE: 15” chievous, he often serves to counterbal- PSIONIC ABILITY: Nil ance Cutter’s blunt and sometime im- STRENGTH: 12 pulsive nature. INTELLIGENCE: 13 WISDOM: 12 Skywise’s most prized possession is a DEXTERITY: 16 lodestone which he “acquired” from the CONSTITUTION: 12 trolls. To Skywise its magnetic proper- CHARISMA: 15 ties have assumed a magical, almost SIZE: S (4’ tall) mystical, quality. Many times it has served him as a guide when all other Skywise is Cutter’s closest friend, best resources have failed. Certainly it has advisor and most steadfast supporter. kept him and Cutter on course through- Throughout Cutter’s trials as chief of the out their many wanderings. Leetah 7th-level cleric deep attraction to Cutter, a wild and ALIGNMENT: Lawful good woolly elf whom she considered hardly HIT POINTS: 35 more civilized than his wolf. But, in time, ARMOR CLASS: 8 she came to appreciate Cutter’s virtues NO. OF ATTACKS: 1 and understand his weaknesses, and fi- DAMAGE/ATTACK: 1-4 (dagger) nally love him, warts and all. HIT BONUS: +1 Leetah is a singularly powerful healer, MOVE: 12” able to cure serious wounds, cure dis- PSIONIC ABILITY: Nil ease and neutralize poison by touch (al- STRENGTH: 12 though she can only do this a few times a INTELLIGENCE: 15 day). Her skill at healing is such that in WISDOM: 15 the 600 years since Leetah came into her DEXTERITY: 16 full powers, no elf has died in Sorrow’s CONSTITUTION: 13 End. CHARISMA: 16 She is deeply devoted to the preserva- SIZE: S (4’ tall) tion of life, and will harm no living thing if Leetah is a gentle, capable elfmaiden it can possibly be avoided. At time of held in high esteem by the Sun Folk. great need, however, she can do what Reserved and dignified by nature, she must be done, and she is an accom- felt shocked and embarrassed by her plished knife-thrower.

D RAGON 13 On Elves As might be gleaned from the above does not allow the planting of sugges- descriptions, the elves of ELFQUEST are tions (as per the telepathy spell). Other not the grand sort that build crystal- magical powers, such as Leetah’s heal- spired palaces or that weave deep mag- ing ability and Rayek’s telekinesis, are ic, but the simpler sort that live close to present only as “wild talents” and are the earth and whose wisdom is that of very rare. As an example, Redlance, the rock, twig and stream. They are short, as elf who was taken captive by the hu- elves go, averaging about 4 feet in height. mans, is the only elf among both the Wolf- They are wiry and very quick. Cutter’s riders and the Sun Folk who can grow people, the Wolfriders, are fair of hair and charm plants. There are no strict and complexion, while the Sun Folk are limits on how often these talents can be dark-haired and copper-colored. They used, but they all require concentration may be considered elves as per the to be effective and, if used indiscrimi- AD&D™ rules in terms of combat abilities nately, can be physically draining. and saving throws, but magic-use among The wolves of the Wolfriders are equal the elves of ELFQUEST is uncommon. to dire wolves as per the All of the Wolfriders possess the talent (AC 6, MV 18”, HD 3+3, D/A 2-8), but are of “sending,” a form of minor telepathy fairly intelligent and can communicate, that allows silent communication but on a simple level, with their elf-friends. Rayek Picknose

4th-level elf fighter 4th-level “dwarf” fighter ALIGNMENT: Neutral ALIGNMENT: Neutral (chaotic tendencies) HIT POINTS: 40 HIT POINTS: 31 ARMOR CLASS: 5 ARMOR CLASS: 8 NO. OF ATTACKS: 1 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-9 or by weapon DAMAGE/ATTACK: 1-4 (dagger) type HIT BONUS: +1 HIT BONUS: +1 MOVE: 15” MOVE: 12” PSIONIC ABILITY: Nil PSIONIC ABILITY: Nil STRENGTH: 14 STRENGTH: 17 INTELLIGENCE: 14 INTELLIGENCE: 11 WISDOM: 11 WISDOM: 11 DEXTERITY: 16 DEXTERITY: 12 CONSTITUTION: 14 CONSTITUTION: 16 CHARISMA: 14 CHARISMA: 12 SIZE: S (4’ tall) SIZE: S (4’ + tall) Rayek, Cutter’s rival among the Sun Folk, is quite unlike the friendly, peace- Of all the races described in the AD&D troll whom Cutter has had to deal with on loving elves of Sorrow’s End. He is a rules, the trolls of ELFQUEST most more than one occasion. He is a troll’s dark, moody elf, driven by some inner closely resemble dwarves. They are troll: gold-hungry, ill-tempered, and an demon to be the best at everything. And, short, squat, powerfully built beings, incurable romantic. (Picknose on the until the arrival of the Wolfriders, Rayek prodigious delvers and masters of stone subject of romance: “A maiden’s love is was indeed the swiftest runner, the most and metal. They are clannish and secre- as true as the gold he gives her, and the cunning hunter, the strongest of body tive, suspicious of those not of their kind more gold, the more true her love.”) It and will. It was inevitable that he should and not too trustful of those who are. was Picknose who sealed the troll caves view the chief of the Wolfriders as a chal- They are very greedy. And — unlike behind the Wolfriders after depositing lenge to be overcome and not as a friend. dwarves — they are green. the elves in the desert, and also Picknose The ancient elf powers run strongly in For all of that, the trolls of ELFQUEST who attempted to steal the key con- Rayek. Although “sending,” the form of do possess a certain crude charm. They cealed in Cutter’s sword, only to lose it to telepathy practiced by the Wolfriders may be driven by avarice and malice, but Skywise’s light fingers. (see below), is not taught among the Sun they do not apologize for it and, they are Although there is little love between Folk, Rayek has on his own developed rather proud of it. Trolls are devious, but the trolls and the elves, there is also little the ability to “think black thoughts” at they are openly devious, crooked in a genuine hostility. Would that this were other creatures with the effect of a stun straightforward way. They enjoy gam- true throughout the world of ELFQUEST. spell. Rayek can also employ telekinesis bling and drinking and have a profound, BIBLIOGRAPHY: Elfquest, Book I with the skill of a 10th-level magic-user. if somewhat vulgar, sense of humor. (softcover, Starblaze, The Donning Com- Given his extraordinary skills, it is not Trolls do not like daylight. They are pany, 5659 Virginia Beach Blvd, Norfolk surprising that Rayek is not used to fail- not harmed by it, but since they spend VA 23502); Journey to Sorrow’s End ure. Deeply ashamed at having lost to most of their lives in the dark under- (Playboy Press); and Elfquest (maga- Cutter in the trial of head, hand and ground, they find the harsh light of the zine, WARP Graphics, 2 Reno Rd., heart, Rayek fled Sorrow’s End to seek a sun very uncomfortable and will avoid it Poughkeepsie NY 12603). All material place for himself in the world: a place when they can. created and copyrighted by Wendy and where he could be the best. Picknose (named for his profile) is a Richard Pini.

14 OCTOBER 1982 D RAGON 15 Are demi-humans able to manufacture magical items? are supposed to get a +1 on their intelligence scores, bringing Yes, of a wide variety of types, though not as many as humans their maximum intelligence up to 19. Could these elves perhaps are able to make because of the demi-humans’ limited ability to also reach the 12th level of magic-user ability with a 19 intelli- climb in class levels. Halfling, gnomish, half-elven, elven, and gence? At that point, they could manufacture a number of other dwarven clerics of 5th level and above may make holy water magic items, particularly those with a number of charges that with the proper materials, as outlined in the Dungeon Masters are expended with each use of the item but may be replenished Guide. Gnomish, elven, and dwarven clerics of 7th level or later (wands, staves, spell-storing rings, and so forth). above may inscribe scrolls of clerical spells of up to the 4th level Yet it would appear, from some comments in the DMG (p. in power. Half-elven and elven magic-users, with the aid of an 116), that demi-humans are sometimes capable of making alchemist, may make magic potions of many sorts at 7th level items with permanent dweomers. A could and above; they may also inscribe magic scrolls with spells of declare that a demi-human cleric who reaches the highest up to the 4th level (for 7th or 8th level half-elven magic-users) or possible level is able to invoke the favor of his or her deity to 5th level (for elves of 9th-11th level in magic-user ability). Pro- permanently enchant certain items, in the same way as normal tection scrolls may also be inscribed. Half-elven Archdruids clerics of 11th level or above, or druids of 13th level and above. can, of course, make any druidical magic item. The range of the items that could be so enchanted might be Beyond this, what can be done? Dungeon Masters might limited so that the items would be oriented toward the needs wish to consider the following possibilities. Grey elves (faerie) and capabilities of that race (as the Cloak of Elvenkind and

16 OCTOBER 1982 Boots of Elvenkind are appropriate to elves, and the Dwarven followers with rings of Feather Falling or Avian Control; and Thrower +3 Warhammer is appropriate to dwarves). Elven gnomes who are clerics of Segojan Earthcaller (issue #61) cleric/magic-users might be able to make a wide variety of could have enchanted crystals that would summon (on a one- items in this way, such as magic swords, bows, spears, arrows, time basis) a minor earth elemental for assistance. In any event, armor, shields, daggers, helms, and any other such item as Dungeon Masters should try to keep such magical items rela- appropriate to the use of elvenkind. Dungeon Masters could tively rare; DM’s should also note that demi-humans will not declare some items as not being the sort elves would want to want to sell or give away their magic items and will fight to keep make, either because of cultural concerns (elves do not gener- them. Only in extraordinary circumstances, such as for acts of ally use axes or tridents) or because those items are beyond great heroism or deeds that greatly benefit a particular race, their ability to make (Wish rings, for example). will demi-humans even consider giving away a magical item. Gnomish cleric/illusionists might make and enchant items of illusionist nature (daggers, rings charged with illusionist spells, * * * certain wands and amulets) of temporary or lasting nature; other gnomish clerics or fighter/clerics might make magical How does one make or acquire “elfin chainmail”? axes, hammers, armor, shields, daggers, short swords, and Elfin chainmail is a special type of chainmail armor that is missile weapons. Dwarven clerics or fighter/clerics would much lighter and stronger than normal, and allows greater make the same sorts of things gnomish clerics make. Halfling freedom of movement. It is made exclusively by elven armor- clerics and druids do not achieve as high a level at their maxi- smiths of above average ability, who keep certain aspects of its mums as do the other demi-human races, so it may be conjec- manufacture secret for a number of reasons. Even were its tured that their magic items would not be as powerful, but DM’s manufacturing process better known, duplicating elfin armor might want to investigate the possibility of some minor magic- would prove very difficult for most armorers. item creation appropriate to halflings in general. What little is known about making elfin chainmail is that the Some excellent resource material for figuring out what sorts links of the chainmail are much thinner and smaller in diameter of specialized magic items a certain demi-human race could than usual. The metal from which elfin chainmail is made is make may be found by looking over the description of the apparently an alloy of high-quality steel and mithral, a rare and particular pantheon that race worships. What sorts of weapons, valuable metal of bright silvery color. In the process of making armor, and items do their deities use? One could simply devel- the alloy, the elven smiths add a special substance to the op scaled-down versions of the gods’ major weapons and molten mixture to cause the metal to be harder; the nature of equipment and define those as items able to be fabricated by this substance has never been identified, since it is either com- demi-human spellcasters. Halfling druids who worship Sheela pletely absorbed into the metal in the smelting process, or the Wise (issue #59 of DRAGON™ Magazine) might use per- somehow destroyed. Not even magical devices appear to be manently enchanted shillelaghs or amulets that store Entangle able to determine the nature of this substance. At any rate, the spells; dwarven clerics of Dumathoin (issue #58) might have presence or after-effects of this substance also make the alloy amulets that duplicate the functions of Wands of Metal and impervious to enchantment, no matter how powerful the spell. Mineral Detection; Aerdrie Faenya (issue #60) could have elven Elfin chainmail is linked together in an exceptionally intricate

D RAGON 17 fashion; the pattern of the interconnections of links changes already made suit, though some thin and light humans and a from place to place across the armor, so that certain general few large tallfellow halflings might possibly be able to fit into it. designs may appear. One suit might seem to have a tree-like Elves would not appreciate seeing a non-elf wearing elfin design on the chest, another might have an abstract pattern of chainmail, however, and might believe the wearer got it by criss-crossed lines, another might have sunburst designs on killing or robbing the previous owner. front and back. The intricacy of the links is another reason Elfin chainmail weighs about 15 pounds, allows movement at (aside from the nature of the alloy itself) for the armor’s normal speed (up to 12”), and is regarded as non-bulky; its strength. It appears that only elves, because of their passion for weight is very evenly distributed over the body and limbs. A thin complexity and appreciation of artistic beauty, are able to layer of underpadding is required, usually made of tough but properly fashion the armor in this way. soft materials carefully woven to permit free movement and It takes twice as long as normal to make a suit of elfin chain- good ventilation. Special small helms are usually worn with it, mail (90 days instead of 45), and may take even longer than that and these take about a week each to make properly (including if the maker desires a particularly complex design for linking it decorations, engravings, and so forth). together. Only 25% of all elven smiths are able to fashion elfin chainmail, the rest being occupied with making other sorts of * * * armor (ring mail, scale mail, etc.) or being of lesser ability. Making elfin chainmail requires the full involvement of the Why are elves unable to become rangers? Why do half-elves smith and many years of study as well; elves, have limited ranger abilities? Shouldn’t sylvan elves have even those with exceptional characteristics and backgrounds ranger-like talents? How are certain of the elven deities able to as smiths or armorers, are not able to make elfin chainmail have ranger fighting abilities if their subjects do not? though they could make some minor repairs on it if necessary. These questions are all interrelated to some degree, and are Player character elves could, however, obtain such armor as a some of the most-asked questions about elves in general. The gift for extraordinary services rendered for the elven people; it answer to all of them lies in the nature of the ranger class. is considered a great honor to have a suit of mail made, and Rangers developed among humanity as a response to the some elves who own magical but human-made chainmail will presence of the giant-class humanoids as direct competitors prefer to use elfin chainmail instead. for food, living space, and power within the worlds governed by Dungeon Masters who like to start out characters with some the laws of the AD&D™ game. The deities of humanity saw fit to minor magical item could offer elven characters an elfin chain- encourage certain persons to take up roles of guardianship, in mail suit instead, though evil elves would not be able to receive essence entrusted with the safety and security of the human this benefit. Non-elves are not given elfin chainmail by long- race. Rangers are intended to be self-reliant, strong, hardy, and established tradition, and it is never sold. Elves regard it as an possessed of the wisdom and intelligence to fully appreciate artistic treasure as well as an expression of appreciation and their roles as guardians. They operate in outdoor environments distinction; selling it would cheapen its social and cultural by and large, thus being familiar with normal woodcrafts like value. Most non-elves are not able to wear elfin chainmail any- tracking, hunting, and camping. Rangers develop skills related way, since they do not have the proper build and size to fit an to stealthy movement, spying, and so forth, so they may better

18 OCTOBER 1982 serve as scouts, keeping tabs on local humanoid groups in the any creature, even evil ones and even when it’s necessary for wilderness and in so doing, keeping their home communities one’s own protection (though they are still perfectly capable of and allied settlements informed of all happenings. fighting and killing, too). Rangers, whether lawful good, neutral Tracking, however, does not a ranger make. One of the facts good, or chaotic good, all share a high degree of dedication to of life about being a ranger is that rangers are going to be on the their cause (from their loyalty to humanity as a whole, if lawful hot spot, in the middle of some very savage fighting, on a fairly good, or from their personal standards, if chaotic good); elves frequent basis. Humanoids don’t like having humans around see such intense commitment as grievous to a carefree and them, much less having humans spy on them; furthermore, cheerful spirit. But elves appreciate rangers, because rangers rangers, in their roles as scouts, are somewhat more vulnerable regard them as allies and will usually try to help elves just as since they prefer travelling in smaller groups. It is forbidden for they help humanity. more than three rangers to travel together, because when this Half-elves may become rangers since they usually inherit at happens rangers interpret this as meaning that they are leaving least part of their human parent’s viewpoint on life, watering some other place undefended, and they will immediately try to down their elven attitudes considerably. They don’t gain the spread out and cover the widest area possible. On top of this, high levels humans do as rangers because they are slightly rangers have (from their upbringing and studies) an intense smaller and less effective in hand-to-hand fighting, and be- dislike (to put it mildly) of all evil humanoids. Rangers are not cause they still have some of their innate elven distaste for just taught how to live off the land; they are taught to kill, and kill bloodshed in them. efficiently and quickly. They learn the vulnerable spots giant- There doesn’t seem to be any particular reason why elves, class humanoids have, the ways in which they fight and wear especially sylvan elves, shouldn’t have a knowledge of how to their armor, and the best way to do battle with them so that the track wild game. Human or elven player characters with sec- ranger, and not the humanoid, is still standing afterwards. ondary skills of Forester, Hunter, and possibly Trapper might No bones are made about this; some rangers are fond of reasonably be allowed a limited skill in tracking animals or describing their jobs as “going to exotic places, meeting inter- persons, around 20-50% in accuracy, in outdoor (and maybe esting creatures, and killing them.” However, it is understood indoor) environments. But the other skills rangers have would that the purpose of combat is not to make oneself rich, famous, not necessarily apply. or fearsome. Combat is fought only if it cannot be avoided; Finally, some elven deities have ranger talents because their humanoids, though, offer all sorts of opportunities for combat ageless experience and spheres of interest make this possible. with their distinctly aggressive and often sadistic policies to- Gods do not operate by mortal rules; they make themselves ward humanity. Rangers are therefore “on call” at all times in proficient with whatever talents they deem necessary for them the defense of their homes, communities, and nations. to best operate according to their respective viewpoints. For Elves, regardless of how they feel about humanoids, do not this same reason, gods may have high levels of experience in make good rangers because their empathy for life and living numerous character classes, though mortals are quite limited things runs counter to many of the teachings that rangers must in the number and levels of proficiency they may achieve in absorb and learn to use. Elves put a lot of emphasis in combat their own classes. One cannot measure a god’s power with a on style, and cannot rid themselves of their distaste for killing mortal’s yardstick.

D RAGON 19 FEATURED CREATURES OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN

by Gary Gygax

©1982 E. Gary Gygax. All rights reserved.

All of you Scholarly Readers are famil- iar with Djinni and Efreeti, the best known of Geniekind. Now you will know all about the rest of the group — Dao, Jannee, and Marids. The Dao and Marids are included in the Lost Caverns of Tsoj- canth module, along with quite a few other new monsters, but repetition does no harm, and many of you will not have seen the module. Enjoy rounding out your 1001 Nights scenarios! Next issue we’ll cover some additional types of elves and their canine companions. Jann FREQUENCY: Very rare posite longbows. Males have strength and they detest humanoids. Jannee will NO. APPEARING: 1-2 (10% 1-8) ranging from 18/01 to 18/00, females accept djinn, but shun dao, efreet, and ARMOR CLASS: 3 (plus possible armor) from 17 (roll of 01-50) to 18/50 (roll of marids. They favor dwelling in forlorn MOVE: 12”/30” 51-00). desert areas, at hidden oases, where HIT DICE: 6 + 2 In addition to their ability to fly, jannee they have privacy and safety. They will % IN LAIR: Nil have the following spell-like powers sometimes befriend humans or work TREASURE TYPE: Nil which they can employ at will, one at a with them for some desired reward (typi- NO. OF ATTACKS: 1 time, one per melee round: growth/re- cally potent magic items). DAMAGE/ATTACK: by weapon, duction (twice/day), invisibility (three The society of jannee is very open, plus strength bonus times/day), create food and water (once/ with males and females regarded as SPECIAL ATTACKS: See below day, as a 7th-level cleric), and ethereal- equals. A group of 11-30 individuals typ- SPECIAL DEFENSES: Nil ness (once/day, 1 hour maximum dura- ically makes up a tribe ruled by a Sheik, MAGIC RESISTANCE: 20% tion). Jannee perform at 12th level of with 1-2 Vizers. Exceptionally powerful INTELLIGENCE: Very-exceptional ability for spells, except as noted. Sheiks are given the title of Amir, and in ALIGNMENT: Neutral (good tendencies) Jannee are able to dwell in air, earth, time of need can gather and command SIZE: M (6’-7’ tall) fire, or water environments for up to 2 large forces of jannee (and allied hu- PSIONIC ABILITY: Nil days (48 hours). This includes the Ele- mans, at times). Attack/Defense Modes: Nil mental Planes, to which any jann can Jannee leader types have genius intel- LEVEL/X.P. VALUE: VI / 975 + 8 / h.p. travel — even taking up to six individuals along, if those persons form a hand- ligence and greater hit dice (up to 8+4 for The race of the Jannee is the weakest holding circle with the jann. Failure to Sheiks, 9+5 for Amirs) and strength (19 of the elemental humanoids (cf. Dao, return to the Prime Material Plane within possible 10% of the time). Vizers have Djinni, Efreeti, Marid) collectively known 2 days inflicts 1 point of damage per hour genius to supra-genius intelligence and as Genies. This is because a jann is on the jann, until death occurs or a re- the following additional spell-like pow- formed out of all four of the elements and turn to the said plane occurs. Travel to ers, usable three times per day each at must therefore spend most of his or her other Elemental Planes is possible, sans the 12th level of ability: augury, detect time in the Prime Material Plane. damage, providing at least 2 days were magic, and divination. Jannee often (60%) wear chainmail previously spent on the Prime Material In addition to knowing the Common armor, which gives an effective armor immediately prior to the travel. Tongue and the various languages of class of 2. They typically use large scim- Jannee tend to be suspicious of hu- Geniekind, jannee are able to speak with itars (equal to bastard swords) and com- mans. They do not like demi-humans, animals.

20 OCTOBER 1982 Dao FREQUENCY: Rare It is possible for a dao to carry 5,000 NO. APPEARING: 1 (10%, 2-5) g.p. weight without tiring. Carrying dou- ARMOR CLASS: 3 ble this weight will cause tiring in three MOVE: 9”/15” (6”) turns. For every 1,000 g.p. of weight HIT DICE: 8 + 3 under 10,000, add one turn to the length % IN LAIR: Nil of carrying ability; i.e., a 6,000 g.p. weight TREASURE TYPE: Nil allows seven turns of either walking or NO. OF ATTACKS: 1 flying. After tiring, dao must rest for sev- DAMAGE/ATTACK: 3-18 en turns. Note that dao can move through SPECIAL ATTACKS: See below earth (not worked stone) as if at a bur- SPECIAL DEFENSES: See below rowing speed of 6”. They cannot take MAGIC RESISTANCE: Standard living beings on such excursions. INTELLIGENCE: Low-very Dao are not harmed by earth-based or ALIGNMENT: Neutral evil earth-affecting spells. Holy water has SIZE: L (8’-11’ tall) double the normal (adverse) effect upon PSIONIC ABILITY: Nil these monsters. Attack/Defense Modes: Nil Only the efreet are friendly towards LEVEL/X.P. VALUE: VII / 1300 + 12 / h.p. dao. Dao hate djinn, jann, and marids. The dao dwell in the great Dismal Delve A dao (this form is also the plural) is a on their own plane, and in deep caves, creature from the Elemental Plane of caverns, or cysts on the Prime Material Earth, related to efreet, djinn, jannee, Plane. Their ruler is said to be a khan and marids (qq.v.). While they are gen- served by hetmen and atamen. erally found on that plane (where they fulfill another’s limited wish (in a per- Dao regard servitude as do efreet, and are uncommon), the dao love to come to verse way), use misdirection, passwall, are even more prone to malice and the Prime Material Plane to work evil. create a spectral force, and create a wall revenge. Their magical properties enable them of stone. In addition, dao can transmute Dao speak all geniekind languages, as to perform any of the following spell-like rock to mud three times per day and use well as Common and the languages of powers, one at a time, once each per day: dig as often as six times per day. Dao Earth Elementalkind. change self, detect good, detect magic, perform these abilities at the 18th level of Dao can travel in the Prime Material, assume gaseous form, become invisible, spell use: Elemental, and Astral planes. Marid FREQUENCY: Very rare g.p. weight without tiring. Carrying dou- NO. APPEARING: 1 ble this weight causes tiring in but three ARMOR CLASS: 0 turns. For every 2,000 g.p. weight being MOVE: 9’/15”//24” carried under 20,000, add one turn to HIT DICE: 13 length of carrying ability; i.e., a 12,000 % IN LAIR: Nil g.p. weight can be carried for seven turns TREASURE TYPE: Nil before tiring occurs. Tired marids must NO. OF ATTACKS: 1 rest for six turns. Note that marids swim DAMAGE/ATTACK: 8-32 very fast. Of course they can breathe wa- SPECIAL ATTACKS: See below ter and are at home at any depth, having SPECIAL DEFENSES: See below both ultravision and infravision. MAGIC RESISTANCE: 25% Marids are not harmed by water-based INTELLIGENCE: High-genius spells. Cold-based spells allow them +2 ALIGNMENT: Chaotic on saving throws and -2 on each die of SIZE: L (18’tall) damage. Fire does +1 per die of damage, PSIONIC ABILITY: Nil with saving throws at -1. Note that steam Attack/Defense Modes: Nil does not harm them. LEVEL/X.P. VALUE: Vlll/5,000+18/h.p. Marids tolerate djinni but do not par- ticularly like them. The same is true of Marids are the most powerful of all jannee. Dao and efreeti are disliked. Mar- Geniekind. (See Dao, Djinni, Efreeti, times per day: assume a gaseous form, ids are loosely ruled by a Padisha, for all Jann.) They are formed of material from lower water, part water, create a wall of claim to be shahs, atabegs, beglerbegs, the Elemental Plane of Water. On their fog, bestow water breathing upon others or mufti at the very least. The race of own plane they are rare; marids seldom for up to one full day. Marids can always marids is very independent and egoistic. come to the Prime Material Plane. create water (which they can direct in a Forcing a marid to serve is a most diffi- Their magical properties allow them to powerful jet up to 6” long, causing both a cult task. Bribery and flattery may be use any of the following spell-like pow- blinding effect on the individual struck slightly more successful, but marids can ers, one at a time, twice each per day: and from 1-6 points damage) and water never be relied upon. detect evil/good, detect invisible, detect walk. Once per year a marid can use an Marids speak all languages through a magic, become invisible, assume liquid alter reality. Marids perform at a level of form of ESP. They can travel the Astral, form, polymorph self, purify water. Mar- spell use equal to 26th. Elemental, Ethereal, and Prime Material ids can do the following up to seven It is possible for a marid to carry 10,000 planes.

D RAGON 21 by Gary Gygax

© 1982 E. Gary Gygax. All rights reserved. When the for illusionists and magic-users were deli- vered (issues #59-61), I promised that spells would follow thereafter. Well, as usual, various and sundry things interposed themselves, and I do apologize for the delay. Here, without further ado, are the new illusionist spells developed to date for inclusion in the ADVANCED DUNGEONS & DRAGONS® ex- pansion volume:

No. 1st Level 2nd Level 3rd Level 13 Chromatic Orb Alter Self Delude 14 Phantom Armor Fascinate Phantom Steed 15 Read Illusionist Ultravision Phantom Wind Magic 16 Spook Whispering Wind Wraithform

4th Level 5th Level 6th Level 9 Dispel Magic Advanced Illusion Death Fog 10 Rainbow Pattern Dream Mirage Arcane 11 Solid Fog Magic Mirror Mislead 12 Vacancy Tempus Fugit Phantasmagoria

7th Level 7 Shadow Walk 8 Weird

SPELL EXPLANATIONS

Chromatic Orb (Alteration-Evocation) fails to save versus magic it will be blinded for the duration. Level: 1 Components: V, S, M 2 — Heat from the ruby orb will melt up to 1 cubic yard of Range: 0 Casting Time: 1 segment ice, and creatures not saving versus magic will suffer a Duration: Special Saving Throw: Special loss of 1 point of strength and 1 point of dexterity for 1 Area of Effect: 1 creature round following being struck by the orb. 3 — Fire from the orb will set aflame all combustibles Explanation/Description: The chromatic orb spell enables within a 1’ radius of the target, and unless the target saves the illusionist to create a small globe of varying hue in his or her versus magic an additional 2 points of fire damage will be hand and hurl it at any opponent he or she desires, providing suffered (except when protected from fire by magical or there are no barriers between the illusionist and the target natural means). creature, and that the target creature is within 3” (the longest 4 — The target subject will suffer blindness for 5-8 distance the chromatic orb can be hurled). It is magical, and rounds unless a successful saving throw versus magic is even creatures normally struck only by +5, +4, etc. magic wea- made (cure blindness or dispel magic negates this effect). pons will be affected by the chromatic orb if it strikes. Magic 5 — A magical stinking cloud of 5’ radius (around the resistance withstands this spell, of course. At 1” or closer, there target) is created when a successful hit is made, and the is a +3 chance “to hit,” at over 1” to 2” there is a +2 chance to subject must save versus poison or else be helpless, and strike the target, and from over 2” to the maximum 3” range the in any event will be helpless until leaving the area of the chance “to hit” is only +1. The color of the globe determines its vapors (cf. stinking cloud). effect when a subject is struck. Low-level illusionists are re- 6 stricted as to what color orb they can bring into existence by —The turquoise orb inflicts electrical damage, and if means of this spell, although the hues below their level are the target is wearing ferrous metal it will be magnetized always available should the choice be made to select a color not for 3-12 rounds unless a saving throw versus magic is commensurate with level of experience. Colors and effects are successful. Magnetized metal will stick fast to other mag- shown on the table below: netized metal items, and ferrous metal items not so af- fected will cling until pulled free. 7 Minimum Level Color of Orb Hit Points Special — Unless a saving throw versus paralyzation is made, the subject creature will be paralyzed for 5-20 rounds. of Spell Caster Generated of Damage Powers 8 1st Pearly 1-4 light1 — The subject creature will be turned to stone unless a 2nd Ruby 1-6 heat2 saving throw versus petrifaction is made, and even if the 3rd Flame 1-8 fire3 save is made, the subject will be slowed for 2-8 rounds (cf. 4th Amber 1-10 blindness4 slow spell). 5th Emerald 1-12 stinking cloud5 9 — The subject creature will die unless a successful. 6th Turquoise 2-16 magnetism6 saving throw versus death magic is made, and even if a 7th Sapphire paralysis7 save is made, the subject will be paralyzed for 2-5 rounds. 8th Amethyst (slow) petrifaction8 9th Ashen (paralysis) death9 The material component of the spell is a gem of the approp- Notes on special powers: riate hue, or else a clear crystal one (such as diamond). The 1 — Light equal to a light spell will be generated and gem can be as small (in value) as 50 gold pieces as long as its persist for 1 round/level of the caster, and if the subject color is appropriate.

22 OCTOBER 1982 Phantom Armor (Alteration/Illusion) Alter Self (Alteration/Illusion)

Level: 1 Components: V, S, M Level: 2 Components: V, S Range: Touch Casting Time: 1 round Range: 0 Casting Time: 2 segments Duration: Special Saving Throw: None Duration: 3-12 rounds +2 Saving Throw: None Area of Effect: 1 person rounds/level Area of Effect: The illusionist Explanation/Description: When this spell is cast, the illusion- ist creates a quasi-real suit of plate mail. This semi-illusory Explanation/Description: When this spell is cast the illusion- material covers the subject and actually gives some real protec- ist is able to alter himself or herself in a manner similar to a tion unless the opponent actively disbelieves in the armor change self spell (q.v.). However, alter self enables the caster to (saves versus magic), or else a dispel illusion or dispel magic effect a quasi-real change, so that size can be altered by 50% of spell is cast upon it, or a wand of negation affects it. For each actual. If the form selected has wings, the illusionist can actual- level of the spell caster, the phantom armor will absorb 1 point ly fly, but only at one-quarter the rate of speed of a true creature of damage delivered by a blow which would otherwise hit armor of that type. class 3. When the phantom armor has absorbed as many points of damage as the spell caster has levels of experience, it is Fascinate (Illusion/Phantasm) dispelled and vanishes. Any remaining and all additional dam- age accrues to the person. Until gone, or disbelieved, the wear- Level: 2 Components: V, S er is protected as if he or she were in plate mail (AC 3). Phantom Range: 3” Casting Time: 2 segments armor also allows a bonus of +1 on saving throws versus attack Duration: Special Saving Throw: Neg. forms which would be similarly modified by magic armor. The Area of Effect: 1 creature dweomer in no way affects the movement or spell-casting abili- ty of the wearer. The spell will not function with any other form Explanation/Description: By means of this spell the illusion- of magical protection. The material component is a small plate ist attempts to captivate the subject creature’s attention and of mithral (10 gp value) which disappears when the spell is cast. gain its friendship, love, and/or obedience. The spell creates an illusion around the spell caster so that he or she becomes, in the eyes of the subject, a trusted and/or desired companion. Un- Read Illusionist Magic (Divination) Reversible less a saving throw versus magic is successful, the subject will follow the illusionist wherever he or she goes, if possible with- Level: 1 Components: V, S, M out undue risk to life and safety. If the illusionist is able to Range: 0 Casting Time: 1 segment converse with the fascinated creature, the subject will obey Duration: 2 rounds/level Saving Throw: None requests from the spell caster as long as a roll of 3d6 per request Area of Effect: Special does not exceed the charisma of the illusionist. (Requests which are obviously against the better interests of the creature Explanation/Description: This spell is the same as the 1st add +1 to the dice roll, and the more hazardous and unreasona- level magic-user spell, read magic (q.v.), except that it applies ble of these requests will add from +2 to +6 to the dice roll.) The only to spells usable by and used by illusionists, as well as to spell is shattered whenever charisma is exceeded, and the various other inscriptions written in illusionist-type magic subject will certainly be filled with rage and hate. Creatures of script by illusionists. The material component(s) for the spell normal sort with animal intelligence will remain fascinated for (and its reverse) are also the same as for read magic (and only a short period of time (1-4 days), but if the illusionist has unreadable magic). been careful to treat the subject well, attend to its needs, and feed it, there is a 2% chance per point of charisma of the illusionist that the subject will willingly choose to befriend and Spook (Illusion/Phantasm) follow him or her. Otherwise, the creature will attack (if it was not cared for) or leave (if it was cared for) when the spell wears Level: 1 Components: V, S off. Non-intelligent creatures are not subject to a fascinate spell Range: 0 Casting Time: 1 segment (cf. charm person ). Duration: Special Saving Throw: Neg. Area of Effect: 1 creature within 1” of the illusionist Ultravision (Alteration)

Explanation/Description: A spook spell enables the illusion- Level: 2 Components: V, S, M ist to play upon natural fears to cause the subject creature to Range: Touch Casting Time: 2 segments perceive the spell caster as someone or something inimical. Duration: 6 turns +1 turn/level Saving Throw: None Without actually knowing what this is, the illusionist merely Area of Effect: Creature touched advances threateningly upon the subject, and if a successful Explanation/Description: An ultravision spell makes it possi- saving throw versus magic is not made, the creature will react ble for the recipient to see light in the spectrum above violet. by rapidly turning and fleeing in as opposite a direction from Normally, this power will not be useful underground where the illusionist as possible. Although the spell caster does not many of these light rays are screened out, but where ultraviolet actually pursue the fleeing creature, a phantasm from its own light is plentiful, such as at night above ground, it is a very mind will do so. However, each round after the initial casting of helpful power. Ultravision allows the viewer to see as if it were the spook spell the creature is entitled to another saving throw, twilight, i.e. clearly to 10” distance, then hazily to about 30”. (If and each such saving throw is at a cumulative +1 per round, ultraviolet light is partially screened, such as by very heavy until the subject successfully saves versus magic and the spell cloud cover, then ultravisual capability is reduced to half is broken. In any event, the spell will function only against range.) The material component of this spell is a powdered creatures with an intelligence of not less than 1. essence of carrots.

DRAGON 23 Whispering Wind (Alteration/Phantasm) and unnoticed as a zephyr until it reaches the desired objective of the spell caster. It then delivers its whisper-quiet message or Level: 2 Components: V, S other sound for a duration of up to two segments. The dweomer Range: Special Casting Time: 2 segments then fades and vanishes — as it will do if the subject is beyond Duration: Special Saving Throw: None range, more than two hours of time have elapsed, or it is magi- Area of Effect: 2’ radius cally dispelled. The illusionist can prepare the spell to bear a message of up to 12 words, cause the spell to deliver other Explanation/Description: By means of this spell the illusion- sounds for 12 seconds, or merely have the whispering wind ist is able to either send a message or cause some desired seem to be a faint stirring of the air which has a susurrant sound effect. The whispering wind can be prepared so as to sound. He or she can likewise cause the whispering wind to travel as many tens of feet underground or miles above ground move as slowly as 1” per round or as quickly as 20’ (or any rate as the spell caster has levels of experience. Thus, a 3rd level in between). When the spell reaches its objective, it swirls and illusionist could send the spell wafting 30’ in a dungeon or as far remains for the full two segments, regardless of its speed as three miles outdoors. The whispering wind will be as gentle otherwise.

Phantom Wind (Alteration/Phantasm) Delude (Alteration) Level: 3 Components: V, S Level: 3 Components: V, S Range: 1”/level Casting Time: 3 segments Range: 0 Casting Time: 3 segments Duration: 1 round/level Saving Throw: None Duration: 1 turn/level Saving Throw: Neg. Area of Effect: 1” broad path Area of Effect: The illusionist Explanation/Description: When this spell is employed, the Explanation/Description: By means of a delude spell the illu- illusionist creates a wind which can not only not be seen, but sionist is able to substitute the aura of his or her own alignment neither can it be felt. This movement of air does, however, serve for that of any other creature within a 3” radius, although the to blow light objects before it, flutter curtains or drapes, flap creature must be of higher than animal intelligence for the aura loose clothing (such as capes, cloaks, and mantles), fan fires, exchange to work. Any attempt to know alignment will discover and move clouds of gaseous materials (such as a wall of fog, a only the aura (alignment) for which the illusionist has opted to fog cloud, a cloudkill cloud, etc.). The wind created moves in exchange. A detect good or detect evil will detect this only of the direction in which the illusionist points, its effects being felt the substituted creature’s aura. If delude is used in conjunction in a progressively longer path as the spell continues, at a with a change self or alter self spell, the actual class of the movement rate of 1”/round, with the effects lasting the entire illusionist will be totally hidden, and he or she will absolutely course of the path. Thus, the spell could, for example, be em- appear to be whatever class he or she has opted to appear as, ployed to move several sailed vessels, but the first affected by for a saving throw (versus magic) applies only to the aura the wind would also be the one to move the furthest. transfer. Wraithform (Alteration)

Level: 3 Components: S, M Phantom Steed (Phantasm/Conjuration) Range: 0 Casting Time: 1 segment Duration: 2 rounds/level Saving Throw: None Level: 3 Components: V, S, M Area of Effect: The illusionist Range: Touch Casting Time: 1 turn Duration: 6 turns/level Saving Throw: None Explanation/Description: When this spell is cast, the illusion- Area of Effect: Special ist becomes insubstantial and can be hit only by magic wea- pons of +1 or better, or by creatures otherwise able to affect Explanation/Description: When this spell is cast the illusion- those struck only by +1 or better magic weapons. Undead of all ist creates a quasi-real, horse-like creature. This creature can sorts will ignore an individual in wraithform, believing him or be ridden only by the illusionist who created it, or by any person her to be a wraith or spectre. The illusionist will be able to pass for whom the illusionist creates such a mount specifically. All through small holes or narrow openings, even mere cracks, phantom steeds have black heads and bodies with gray manes with all he or she wears and holds in his or her hands, as long as and tails, and smoke-colored, insubstantial hooves which make the spell persists. No form of attack is possible when in wraith- no sound. Their eyes are milky-colored. They do not fight, but form, except versus creatures which exist on the Ethereal all normal animals shun them, so only monstrous ones will Plane, where all attacks, both ways, are normal. Dispel illusion attack. If more than 12 points of damage accrue to such a is the only way to force an illusionist in wraithform back to mount, the dweomer is dispelled and the phantom steed disap- normal form. The spell caster can return to normal form at will. pears. A phantom steed moves at the rate of 4”/level of the spell The material components for this spell are a bit of gauze and a caster. It has what seems to be a saddle and a bit and bridle, wisp of smoke. but it can not carry saddlebags and the like — only its rider and what he or she carries. These mounts gain certain powers Dispel Magic (Abjuration) according to the level of the illusionist who created them: Level: 4 Components: V, S 8th level: Ability to pass over sandy, muddy, or even Range: 9” Casting Time: 4 segments swampy ground without difficulty. Duration: Permanent Saving Throw: None 10th level: Ability to pass over water as if it were firm, Area of Effect: 3” cube dry ground. 12th level: Ability to travel in the air as if it were firm land Explanation/Description: Except as noted above, this spell is instead, so chasms and the like can be crossed without the same as the third level cleric spell, dispel magic (q.v.). Note benefit of a bridge. Note, however, that the mount can not that the illusionist casts the spell as if he or she were two levels casually take off and fly. below actual, i.e. a 9th level illusionist casts a dispel magic as if 14th level: Ability to perform as if it were a pegasus. he or she were 7th level.

24 OCTOBER 1982 Rainbow Pattern (Alteration/Phantasm) Advanced Illusion (Illusion/Phantasm)

Level: 4 Components: S, M Level: 5 Components: V, S, M Range: 1” Casting Time: 4 segments Range: 6” +1”/level Casting Time: 5 segments Duration: Special Saving Throw: Neg. Duration: 1 round/level Saving Throw: Special Area of Effect: 3” x 3” square area Area of Effect: 4 square” +1 square”/level Explanation/Description: This spell is essentially a spectral Explanation/Description: By means of this spell the illusion- forces spell which operates through a program (similar to a ist creates a pastel, glowing, rainbow-hued band of interplay- programmed illusion spell) determined by the caster. It is thus ing patterns. The effect is the same as a hypnotic pattern (q.v.). unnecessary for the illusionist to concentrate on the spell for However, once the rainbow pattern is cast, the illusionist need longer than 5 segments after casting it, as the program has then only gesture in the direction he or she desires, and the pattern been started and will continue. The illusion has visual, full of colors will move slowly off in that direction. It will persist audial, olfactory, and thermal components. If any viewer active- without further attention from the spell caster for 1-3 rounds, ly attempts to disbelieve the dweomer, he, she, or it gains a and all creatures (up to 24 levels or hit dice) subject to the saving throw versus magic. If any viewer successfully disbe- dweomer will follow the moving rainbow of light. The rainbow lieves, and communicates this fact to other viewers able to pattern will move away at a rate of 3” per round. The material comprehend the communication, each such viewer gains a components for the spell are a crystal or prism and a piece of saving throw versus magic with a +4 bonus. The material com- phosphor. ponents are a bit of fleece and several grains of sand. Dream (Illusion/Phantasm/Alteration) Solid Fog (Alteration) Level: 5 Components: Special Level: 4 Components: V, S, M Range: Special Casting Time: 1 day Range: 3” Casting Time: 4 segments Duration: Special Saving Throw: Neg. Duration: 2-8 rounds + 1 Saving Throw: None Area of Effect: Special round/level Explanation/Description: A dream spell is a form of limited Area of Effect: 2 cubic” per level wish, but it has far more limited scope. The illusionist must actually find a comfortable place to rest, lie prone, compose his Explanation/Description: When this spell is cast the illusion- or her thoughts so as to concentrate upon the desired result, ist creates an area of fog similar to the wall of fog spell (q.v.). and then go to sleep. If he or she has an undisturbed sleep of However, while these rolling, billowing vapors conform to a not less than 8 hours duration, the dream magic will be effectu- wall of fog in most respects, only a very strong wind can move ated in from 1 to 12 hours thereafter. Typical things which can them, and any creature attempting to move through the solid be brought about by a dream are: fog will progress at a rate of but 1’ per 1” of normal movement recovery of an individual’s lost hit points rate per round. A gust of wind spell will not affect a solid fog. A restoration of a body member such as a hand or foot dispel magic will affect it normally. A fireball, flame strike, or a success in locating some object not heavily guarded by wall of fire will burn it away in a single round. The material magic wards and protections components for the spell are a pinch of dried and powdered discovery of a means of ingress or egress peas combined with powdered animal hoof. location of a safe path through a wilderness approximate strength of enemy/opponent forces improvement of chances for gaining a rich treasure Vacancy (Alteration/Phantasm) It must be noted that a dream is not an ultra-powerful spell, and the results of its casting must be strictly limited. The guide Level: 4 Components: V, S, M given above denotes the maximum capability of the casting of a Range: 1”/level Casting Time: 4 segments dream spell. Results will never exceed these parameters on a Duration: 1 turn/level Saving Throw: None permanent basis. If, for example, a dead companion, slain in a Area of Effect: 1” radius/level recent battle, were dreamed alive, he or she would remain living for but 1 turn per level of experience of the illusionist casting Explanation/Description: When a vacancy spell is cast, the the spell. Thereafter, the dweomer would disappear, the com- illusionist causes an area to appear to be vacant, neglected, panion would return to his or her previous state, and a more unused. Those who behold the area will see dust on the floor, permanent form of magic would be needed to allow the lost cobwebs, dirt, or any other condition which would be typical of individual to actually live fully again. a long-abandoned place. If they pass through the area of spell A dream cannot be affected by an extension or permanency effect, they will seemingly leave tracks, tear away cobwebs, and spell. The illusionist can use this spell but once per week. If it is so on. Unless they actually contact some object cloaked by the cast twice within the same week, the spell will absolutely fail the spell, the place will seem empty of what it actually contains. second time and the illusionist will age from 1-10 years. Merely brushing some invisible object will not cause the vacan- cy spell to be disturbed, and only forceful contact will allow any Magic Mirror (Enchantment-Divination) chance to note that all is not as it seems. The spell is a very powerful combination of advanced invisibility/illusion, but it Level: 5 Components: V, S, M can cloak only non-living things. Living things will not be invis- Range: Touch Casting Time: 1 hour ible, but their presence does not otherwise disturb the spell. If Duration: 1 round/level Saving Throw: None forceful contact with a cloaked object occurs, those creatures Area of Effect: Special subject to the dweomer will be able to penetrate the spell only if Explanation/Description: This spell is exactly the same as the they discover several items which they can not “see”; each is fourth level magic-user spell of the same name. It uses the same then entitled to a saving throw versus magic. Failure indicates a material components, although if the illusionist casts a vision belief that the objects only are invisible. A dispel illusion or spell in place of the normal material components, the mirror will dispel magic will remove the dweomer, so that the actual area scry properly, although the vision spell will not function nor- can be viewed as it is in reality. The illusionist must have a mally. (Editor’s note: A full description of this spell will be square of finest black silk to effect this spell. This material presented next issue, in the first of a two-part series on new component must be of not less than 100 g.p. value. magic-user spells.)

D RAGON 25 Tempus Fugit (Illusion/Phantasm) Reversible

Level: 5 Components: V, S Range: Personal Casting Time: 5 segments Duration: 5 turns/level Saving Throw: None Area of Effect: 1” radius

Explanation/Description: This powerful illusion affects the Mislead (Illusion/Phantasm) minds and bodies of all those within the area of the caster. The spell causes those affected to perceive the passage of time in a Level: 6 Components: S much faster manner. Thus, every turn (10 minutes) spent under Range: 1” Casting Time: 1 segment the tempus fugit spell seems like a full hour to those within its Duration: 1 round/level Saving Throw: None dweomer. Because of this, all functions of affected individuals Area of Effect: Special are speeded up accordingly. They must eat, sleep, and so forth according to an accelerated rate. One hour is as six to them, Explanation/Description: When a mislead spell is cast by the four hours a full day. This acceleration of time allows rest, illusionist, he or she actually creates a phantasmal double at renewal of spells, and recovery of hit points lost. If desired, the the same time he or she is cloaked by improved invisibility spell caster can reverse the spell so that time is slowed for the magic. The illusionist is then free to go elsewhere while his or individuals. Thus, an hour will seem as only a turn, a day merely her phantasm seemingly moves away. The spell allows the four hours. Reversal requires no special preparation. In either phantasm of the illusionist to speak and gesture as if it were case, the illusionist is also affected by the spell. Under the real, and there are full olfactory and touch components as well. reverse, the effects will always last at least one turn after the A detect illusion, true seeing, or true sight spell, or a gem of caster desires its dispelling, because his or her reactions are so seeing will reveal the illusion for what it is, and a detect invisibil- greatly slowed. ity, true sight, or true seeing spell, or a gem of seeing or robe of eyes will detect the invisible illusionist (cf. shadow door). Death Fog (Alteration-Evocation) Phantasmagoria (Illusion/Phantasm) Level: 6 Components: V, S, M Range: 3” Casting Time: 6 segments Level: 6 Components: V, S Duration: 1-4 rounds +1 Saving Throw: None Range: 6” Casting Time: 6 segments round/level Duration: 1 round/level Saving Throw: Neg. Area of Effect: 2 cubic”/level Area of Effect: 4 square” +1 square”/level

Explanation/Description: The casting of a death fog creates Explanation/Description: By means of this spell the illusion- an area of solid fog (q.v.) which has the additional property of ist prepares a special form of spectral forces spell which is being highly acidic. The vapors are deadly to living things, so triggered by some special action. The phantasmagoria typical- that vegetation exposed to them will die — grass and similar ly includes a full visual, audial, olfactory, and touch illusion small plants in 2 rounds, bushes and shrubs in 4, small trees in which involves falling, sliding, or moving rapidly. The effect can 8, and large trees in 16 rounds. Animal life not immune to acid be aimed at making the subjects believe they are so doing or will suffer damage according to the length of time it is exposed that something else is doing so. For example, the phantasma- to the vapors of a death fog: goria may be triggered when falling into a pit, reaching the 1st round: 1 point center of an area, opening a door, or performing some like 2nd round: 2 points action. The subject(s) will then believe that the fall continues 3rd round: 4 points for scores of feet; that a pit has opened and that they are 4th & succeeding rounds: 8 points helplessly sliding down into an unknown area; that a wall of The characteristics of a death fog are otherwise the same as a water is rushing down from the area beyond the just-opened solid fog. The material components are a pinch of dried and door, or whatever. Note that unlike the programmed illusion powdered peas, powdered animal hoof, and strong acid of any spell, phantasmagoria must always involve the illusion of some- sort (including highly distilled vinegar or acid crystals). thing falling or rushing, or a dwindling prospective.

Mirage Arcane (Illusion/Phantasm - Alteration) reality. In its basic form, where casting time is but 3 segments, forceful contact and tactile discovery are necessary to have any Level: 6 Components: V,S,M (optional) hope of discovering the magic, short of a detection device or Range: 1”/level Casting Time: 3 or 6 segments spell. In its more complex form, where a material component is Duration: Special Saving Throw: None used, and 6 segments of casting time are expended, detection Area of Effect: 1”/level radius is possible only by some magical means, whether device, item, Explanation/Description: The dweomer of this spell is similar or spell. Either form of mirage arcane is subject to dispel illu- to that of the vacancy spell, only it is more powerful and elabo- sion or dispel magic. As with all powerful illusions, the mind of rate. Mirage arcane is also similar to the mirage (issue the beholder will cause appropriate effects upon the viewer’s #61). The spell enables the caster to make an area appear to be body. Conversely, belief cannot usually affect the laws of na- something other than it is. The illusionist is able to make it ture and magic. However, under the influence of this spell, the appear as whatever he or she envisions. The spell will remain as viewer could possibly walk across a bed of hot coals thinking it long as the caster maintains a faint concentration upon it, and was a shallow stream of water which was cooling his feet, dine even after this is no longer held the spell will persist for a total of upon imaginary food and actually be nutritionally satisfied, or 6 turns plus 1 additional turn for each experience level of the rest comfortably upon a bed of sharp stones, thinking it to be a caster. (Note: Faint concentration can be maintained during featherbed. Gravity, for instance, is not affected by the dweo- normal conversation but not while spell casting, in melee, or if mer, so that an envisioned bridge spanning a deep chasm will harmed by an attack.) In all cases the mirage arcane must be of not support the believer. Those who may be there to witness the some place the illusionist has actually seen personally. If he or event will see it as a sudden disappearance of the individual. she actually has a small bit of anything connected with the They will in no way connect it with an illusion unless they are place envisioned to create the spell, then it takes on a form of otherwise aware of some magic at work.

26 OCTOBER 1982 Shadow Walk (Illusion-Enchantment) WEAPON SPECIALIZATION In the course of a recent visit from Len Lakofka, wherein we Level: 7 Components: V, S were principally discussing cleric and druid spells, the subject Range: Touch Casting Time: 1 segment of Len’s unofficial “archer” sub-class came up. I concurred with Duration: 6 turns/level Saving Throw: None Len’s position that a bowman, shaft readied, target at “point Area of Effect: Special blank” range, was formidable. I agreed that the game as it now stands does not reflect such threat. We then discussed how to Explanation/Description: In order to effectuate a shadow mesh the concept with the AD&D™ game system, and weapon walk spell, the illusionist must be in an area of heavy shadows. specialization arose as the answer. We discussed use of any The caster and any creatures he or she touches will then be form of bow by a fighter or ranger. Certain conclusions were transported to the edge of the Prime Material Plane where it arrived at. However, after reflecting on the matter for some borders the plane of Shadow. In this region the illusionist can time, it became obvious to me that we did not go far enough in move at a relative rate of up to 7 leagues per turn, moving one case, and we went too far in another! Fighters have too long normally on the borders of the Shadow Plane but aware of his been the last-choice class, the group who posed the least or her position relative to the Prime Material Plane. Thus, rapid threat. This does not apply to paladins, rangers, or the new travel can be accomplished by stepping from the Shadow Plane barbarian sub-class either; these all have abilities and powers to the Prime Material Plane, with the destination controlled by far beyond the mundane world of a fighter. Therefore, weapon the illusionist. The shadow walk spell can also be used to travel specialization applies only to fighters, excluding all sub-classes. to other planes which border on the Shadow Plane, but this Fighters have the option to select one — and only one — requires a rather perilous transit of the Shadow Plane to arrive weapon to become associated with ever afterwards. This op- at a border with another plane of reality. Any creatures touched tion is known as weapon specialization. To become specially by the illusionist when shadow walk is cast will also make the proficient with one weapon, the character must elect to do so transition to the borders of the Shadow Plane. They may opt to immediately. That is, as the fighter is being created, the player follow the illusionist, wander off into Shadowland, or stumble must state that the character has been specially trained in the back onto the Prime Material Plane (50% chance for either use of a single weapon. Furthermore, the weapon with which result if they are lost or abandoned by the illusionist). the character is to be specially proficient must likewise be decided upon at the onset of character creation. Weapon specialization requires that the fighter give up the Weird (Evocation — Illusion/Phantasm) use of initial proficiency in one or two other weapons. The fighter class is normally allowed initial proficiency in 4 wea- Level: 7 Components: V, S pons. If the player/character opts to use weapon specialization, Range: 3” Casting Time: 7 segments then this reduces the initial number of weapons in which the Duration: Special Saving Throw: Special fighter can have proficiency, because he or she spent much Area of Effect: 2” radius additional time specializing in a particular weapon. Bows other than crossbows require triple weapon proficien- Explanation/Description: When this spell is cast the illusion- cy, so that the character can have such a bow as a weapon ist must be able to converse with the subject or subjects to bring specialization and but one other weapon of proficiency. the dweomer into being. During the casting, the illusionist must All other weapons require double weapon proficiency, so call out to the subject or subjects, informing one or all that their that the specialized weapon and two proficient weapons can be final fate, indeed their doom, now is upon them. The force of the possessed by the fighter. magic is such that even if the subject or subjects make their In either case, remember that the character must choose saving throw, fear will paralyze them for a full 7 segments, and which weapon he or she will specialize in prior to commencing they will lose from 1-4 strength points from this fear, although active play. Weapons are selected according to the tables, and the lost strength will return in 7 rounds. Failure to save versus the campaign availability as dictated by the DM. magic will cause the subject or subjects to face their nemesis, the opponent(s) most feared and inimical to them. Actual com- Effects of weapon specialization bat must then take place, for no magical means of escape will Weapon specialization gains the following advantages: be possible. The foe fought is real for all intents and purposes. If Bows: Archers with composite, long, or short bows are en- the subject or subjects lose, then death occurs. If the weird titled to a “point blank” range category. This range is from 6’ to caused by the dweomer is slain, then the subject or subjects 30’. At this range, any arrow loosed will gain a +2 “to hit” emerge with no damage, no loss of items seemingly used in the probability and inflict double damage, including the +2 factor. combat, and no loss of spells likewise seemingly expended. These bonuses are in addition to any others for dexterity, Although each round of combat seems normal, it takes but 1 strength, or magic. Furthermore, if the bowman has his arrow segment of real time. During the course of the spell, the illusion- nocked, shaft drawn, and target sighted, he or she is entitled to ist must concentrate fully upon maintaining it. loose that arrow prior to any initiative check. It is thus possible for such an archer to get off two or even three arrows prior to receiving any return attack. General notes on spells At short range the specialist is allowed a +1 bonus both “to hit” and on damage. This bonus is likewise in addition to any To utilize these spells —and they are official —simply adjust others which might apply. the type of die used to determine random spells. This can apply The fire rate of the specialist in archery increases with expe- to initially known spells, those otherwise available, or those rience, just as the number of attacks per melee round increases. found in scrolls or books. Thus, at 7th level the specialist gains not only additional melee As a final note, I would have liked to have been able to add still attack power but also an additional arrow. The rate of fire for a more illusionist spells, but to devise a dozen for each of the first specialist of 1st-6th level is 2 per round; from 7th-12th level the three levels, another dozen for each of the next three, and four rate is increased to 3, and at 13th level and higher a specialist for the 7th is just too demanding on time and energy! There can get off as many as 4 shots per round. might be more included in the book, or there might be only what Crossbows: All forms of crossbows have a “point blank” you have read here. It all depends on what transpires over the range of from 6’ to 60’. Otherwise, they receive the same bo- next few months. Meanwhile, I do hope you will have fun with nuses as other bows, including double damage at point blank this offering. (Editor’s note: See the following page for a last- range. The same is true of bonuses at short range, being +1 “to minute addition concerning starting spells for illusionists.) hit” and on damage. Also, at medium range crossbows gain a +1

D RAGON 27 “to hit” bonus, but no damage bonus, when employed by a of fire would be 4, then 5, then 6 per round at 13th level or specialist. Naturally, the fire rate of a crossbow is not nearly as higher, for instance.) great as that of other sorts of bows, but the specialist is able to As usual, there is no restriction regarding the use of magical increase it by half steps: From 1st-6th level the rate of fire is 1/2 weapons with weapon specialization. Strict categorization is per round for a heavy crossbow, 1 per round for a light cross- most necessary, however; the specialist must be a long- bow; from 7th-12th level, the rates are 1 per round (heavy) and swordsman, not just a swordsman. 1½ per round (light); and at 13th level and higher they increase to 1½ (heavy) and 2 (light). DUELING IN THE DARK All other weapons: Specialization in any other weapon, in- This has nothing to do with weapon specialization, but it is cluding such missile weapons as slings, gain the specialist the also an important point. Nowhere in the game system are the following bonuses and advantages: effects of darkness on combat noted. Here are the facts: — Use of the weapon is at +1 “to hit” bonus and at +2 — If the opponent cannot be seen, then attacks are at damage bonus. the standard penalty for invisible opponents, -4. — Number of attacks per melee round is one-half attack — If the opponent is vaguely discernible, let us assume greater than shown on the table, so that at 1st-6th level, as a faint blur or a darker shape against the background, the fighter using his or her specialization weapon gets then attacks are at a penalty of -2. three attacks every two rounds (3/2); at 7th-12th level it — Faerie fire is effective only when outlining opponents goes to two attacks per round (2/1), and at 13th level and fought in poor light conditions, conditions typical of an higher it goes to five attacks every two rounds (5/2). In the underground setting with illumination only from torches, case of weapons which already have a greater rate of fire lanterns, and magic weapons. In daylight, or in an area than this, simply add 1 to that rate for each category, lighted by a spell such as light, the outlining effect of the initially and successively. (In dart specialization, the rate spell is lost, and bonuses “to hit” do not apply.

CRITICISM AND COMMENTARY pear in the pages of this magazine. They are a bit more detailed From time to time I have used this column to pass along because they are part of an actual campaign, not merely raw information and various forms of commentary. “Last minute” data upon which to build a campaign. If, as a DM, you want items are usually added here (because I am ahead by several someone else to do all of your creative thinking for you, by all months sometimes). I hope to be able to maintain such a forum means shun the DEITIES & DEMIGODS book. Creative folk as a regular feature of the column. who have a desire to employ some imagination in their gaming Evidently some months ago some gamer wrote a critical are directed to that useful work. piece for a competing publication. The individual apparently The goings-on around TSR have been something to see of had a number of unpleasant things to say about the DEITIES & late. The operation in Lake Geneva is spread out over some six DEMIGODS™ Cyclopedia. I picked up on the tail end of it by locations. We hope to have the main building, a place of about reading a letter of agreement over the name of a disgruntled 100,000 square feet of space, in full operation soon. Then the ex-TSR game designer. I preface my further remarks by this majority of our personnel will be under one roof. We are being following fact: This same individual was responsible for the very careful with planning and control, so you all will benefit dungeon random encounter tables in the ™ Tome soon by the frequent and regular release of new games, playing which includes the catoblepas as a Level X monster. I need not aids, and so forth. Also during this recent time period, we have detail some of the other errors which somehow slipped through acquired AMAZING™ Magazine, a craft company, and the under this same individual’s expert editing. assets of SPI. Those of you who enjoy military simulations and This capable and knowledgeable individual suggests that the like can expect to see four re-issued or new SPI games data on the deities is insufficient for usefulness in an AD&D™ every month starting this fall. Look for both S&T™ and ARES™ campaign. That religion, being so much a part of our real Magazines back in print from Dragon Publishing soon, too! We history, must likewise play a part in your campaign, J. R. R. have also been at work setting up an Entertainment Media Tolkien did not agree, for he wrote many pages without men- Division to handle the movie now being written, and other like tion of religion. Most of the heroic fantasy and swords &sorcery projects now in various stages of planning and discussion. books written do not feature any particular religious zeal on the part of their protagonists. Consider Conan, Fafhrd and Grey ACQUISITION OF MAGIC-USER SPELLS, ILLUSIONISTS Mouser, Harold Shea, and the list goes on and on. I do not agree Illusionists begin with a limited book of spells, just as do that it needs be a significant part of the campaign. As AD&D™ regular magic-users. The spells available are divided into three games depend on participant input for their character, the groups; one from each group will be known by the beginning detailing of deities and those who serve them is strictly a part of illusionist. The illusionist always has read illusionist magic. The the role playing aspect of the game. Must all evil characters spell groupings are: sound sinister? Does an elf have to be flighty? Need a ranger be Offensive Defensive Miscellaneous lugubrious? Actually, the game system tells you what is neces- 1. Color spray Audible glamer Change self sary for a campaign, but how the campaign is role-played is 2. Hypnotism Darkness Dancing lights strictly up to the DM and players. 3. Light Gaze reflection Detect illusion The learned critics’ viewpoints notwithstanding, the DEITIES 4. Phantasmal force Wall of fog Detect invisibility & DEMIGODS book is an excellent fact compendium from 5. Chromatic orb Phantom armor (choose) which the DM can build a pantheon — drawn from the material 6. Spook (choose) (choose)* presented or merely based on the ideas presented therein. * — The DM has three options which can be used here: Development of ideologies, rites, dogma, and so forth is purely 1) allow an additional (5th) miscellaneous spell, or a matter for the DM — with active participation of players, 2) allow reselection of an offensive spell, this time by naturally. It is nothing which we desire to force upon players, the player’s choice rather than by a die roll, or nor will we. How a game is role-played is a matter of choice. 3) simply assume that the roll means nothing more than I instructed the authors of the work on the detail that should choice of a miscellaneous spell, just as a 5 does. be presented to DMs in the Cyclopedia. I occasionally make Spells from this work were added to the list of initial spells use of it, principally when the players are in another (alternate) because of the limited number of illusionist spells originally world. As it is, I can then flesh it out by adding my own concep- given in the Players Handbook. You will note that this has not tions. It fits my campaign and the temper of my players. The been done for magic-users of the original sort, as that class various deities used in the campaign will soon ap- already has sufficient numbers of spells to select from.

28 OCTOBER 1982 DRAGON 29

Is it really real?

Be careful with Phantasmal Force: Illusions can kill if used with skill, but ‘fake’ healing is only a feeling! by Tom Armstrong

Sealtest watched and listened as Ros, that it was hurt. Since there was no evi- newspaper back in 1979. A woman was his apprentice, studied. The younger dence to the contrary, such as another driving her car down a residential street, man was poring over his spell book. He character telling the unfortunate one going about 15 mph. An oncoming vehi- had just recently mastered the ability to that there was no pit, the believer was cle struck her car head-on while going cast spells of the third level of difficulty, hurt. about 20 mph — and the woman died. and was trying to decide which one to The human body operates at the direc- The county coroner determined that the memorize. “There’s Lightning Bolt and tion of the brain, which receives input woman’s body had taken no external there’s Fireball,” he mumbled. “Both from the senses. Sight, sound, smell, damage, and there were no internal phys- powerful spells. But what if the monster taste, and touch are all used by the brain ical injuries. The stated cause of death is immune to fire or if there is not enough to determine what environment the body was heart failure due to shock. room to safely strike with the lightning?” is presently in. If the senses tell the brain If such damage is possible, then the He thought for a bit longer, and suddenly that the body is in danger, whether or not question of “creating” an illusory cleric his eyes brightened. “I know!” he fairly the body is actually in danger, the body to heal the actual damage a party has yelled. “Phantasmal force!” produces adrenalin, the heart beats more taken becomes ridiculous! The illusory Sealtest smiled indulgently, sighed, quickly, the muscles tense somewhat, “cleric” would, if conjured, dutifully pray but did not discourage the young man. and reflexes are quickened. All of these (silently, since there is no audible output The mission they faced was not overly reactions are involuntary; the character from the Phantasmal Force spell) and difficult, and, the teacher thought, I has no control of them. would make what appear to be clerical should be able to bail out this youngster Belief in illusions has to do with the somatic gestures, but there would be ab- when he miscasts the spell. . . . concept of psychic shock, first docu- solutely no actual healing done. The Phantasmal Force spell, as de- mented in 1919. Virgil H. Moon, in his To reinforce this point, it must be re- scribed on page 75 of the AD&D™ Players book, Shock, Its Dynamics, Occurren- membered that a cleric derives his pow- Handbook, has been an endless source ces and Management, defines psychic ers from his deity. If an illusory cleric is of arguments and discussions in my shock as “. . . the resulting of the symp- created, it may be seen, but it has no group. The spell description is not very toms [of shock] without external or actual physical existence on the Prime comprehensive, and any player in a diffi- physical trauma.” Material Plane (or on any other) and cult situation looking for a loophole can This is precisely the situation when a therefore is not a real person. It cannot easily find one in this spell unless the DM character falls into an illusory pit. Blood have studied under a priest, and cannot is extremely careful. vessels constrict (a result of the adrena- have been accepted and sanctioned by For instance: David Wainwright, in his lin surge), blood pressure rises, and the any deity. If the illusory cleric is not letter in issue #46 of DRAGON™ Maga- mental shock — psychic shock — of known to a deity, it cannot receive or zine, says, “If belief [in an illusion or striking the bottom of the pit is relayed to cast any spells. Assuming the illusory phantasm] can cause wounds, then be- the rest of the body. Since the body is cleric was created with the foreknow- lief should be able to cure as well.” The keyed up to expect damage, it is recep- ledge of all of the characters involved in principal argument against that state- tive to any external stimuli. An outside the healing attempt, party members can ment is that the damage taken as a result observer who disbelieved the existence choose to “believe” the illusion that the of belief in an illusory pit, for example, of the same pit would see the believer cleric is real, if they are capable of that and consequently in the ensuing fall, is flail his arms about, possibly scream, sort of double-think, but the support of a not actual damage, but “mental” or and fall to the ground. The simple shock deity is lacking, and for that reason alone “shock” damage: that is, damage induced of striking the floor would be transmitted the “cleric” must fail. by the believer’s mind because the mind to the body as a fall into the pit — and Also applicable in this instance is the “knew” that the “fall” would cause harm (thinks the brain) since the body did fall fact that Cure Light Wounds, Cure Se- to the body. The mind conceived the into the pit, it must have taken damage. rious Wounds, Cure Critical Wounds, concept of “pit,” knew that such a fall A modern example of the same situa- and Heal spells will only heal physical would cause damage, and told the body tion is illustrated by a story from the local damage to a body. A character might

D RAGON 31 believe he had been healed (by an illu- being healed was caused by an illusion. illusory cleric to come upon the party, he sion), but since no actual healing had If the damage was “psychic shock” dam- could actually offset psychic shock been done, he could very well bleed to age, it could be healed by an illusory damage the party members may have death while believing himself to be cleric — provided the character believes taken — but not any damage done by healthy. The body, in and of itself, can- both illusions — but any real damage the real claws, arrows, sword thrusts, or not know that it is healed. Skin and mus- character might also be suffering at the whatever. Again, to be healed of illusory cles do not perceive that a spell has been time can only be really healed through damage, characters must believe the ex- cast, since magic was not actually car- rest or real magic. istence of the illusory cleric. It is sug- ried out. Wounds do not heal, bones do The Dungeon Master must keep sepa- gested that the DM roll all saving throws not mend just because the mind thinks rate records of how many hit points a vis-a-vis illusions. Otherwise there can they are doing that. character has lost to illusory damage be a problem with players and charac- This prohibition on illusory healing and how many to real damage. Then, if ters believing only the illusions they does not apply, of course, if the damage an illusion-caster can plausibly cause an want to believe. Having the DM secretly Familiarity factor prevents illusionists

A party of intrepid adventurers moves vice players, and whatever he said was Force, because it encompasses visual, silently along the dungeon corridor. law. As our characters rose in levels, the audial, and textural (thermal and aromat- They turn a corner and see before them a methods the DM used for secreting trea- ic) sensations. The saving throw against door. It is a testimony to the age of the sure became more sophisticated, and this would be vs. spells, with no modifier. dungeon, this door made of worm-eaten eventually we came upon our first illu- (2) The next best is Improved Phan- oak and rusty iron. The thieves listen, sionist trap -cum- treasure trove. tasmal Force; the saving throw against and the magic-user and illusionist make The DM’s way of determining our this spell is made at +1 to the die roll. ready with their spells. A brawny fighter characters’ belief or disbelief of the illu- (3) The Phantasmal Force spell allows kicks in the door on the first try, and the sion was to roll a number of d6’s against a save at +2. party enters a room. It is empty — but our wisdom. The number of d6’s de- This helps put the spells in qualitative suddenly, through secret portals, pended on several conditions, and the order. On top of this: enter and surround the party. The fighters calculation took a fair amount of time. a) Add +4 to the saving throw if the flail away at the enemies to the left and This immediately told everyone (the illusionist has never seen whatever spell, the magic-user casts a Sleep spell players) that there was an illusion at creature, or object he hopes to imitate. toward the enemies to the right. A few of work here somewhere, when only dumb 2) Add +3 if he has seen it once. them fall in mid-step, but the surviving luck would have actually informed our 3) Add +2 if he has seen it twice. orcs push on. The illusionist then casts characters of that fact. This proved unsat- 4) Add +1 if he has seen it three times. Phantasmal Force in the guise of a fire- isfying. Now, with our added experience 5) After three times of observation, no ball and fells all the orcs in the vicinity. in playing and DMing gained in the modifier is needed. The members of the band that are meantime, a neater solution seems to be Now, take the opening scene and ad- still alive on the opposite side of the at hand. vance the magic-user and illusionist a chamber (where the fighters are) flee in Reflecting on those early methods of few levels. In this case another party, fear of the obvious power of the second handling illusionists brought us back to bent on doing this innocent band of ad- magic-user. these obvious basic points: venturers serious harm, has divided its Hold it. (1) Magic is magic, whether it is druid- force to attack from two sides. The Who did what to whom? ical, illusionist, clerical, or magic-user magic-user unleashes a many-hit-die For many AD&D players, scenes like magic. Defense for the player is vested in Fireball on one group while the illusion- this are not rare when it comes to run- the saving throw, which allows for the ist does “the same” to the others, using a ning a character in the illusionist class: innate ability of a character or item to Spectral Force spell. Our heroes are vic- an illusionist can be quite powerful in the defend itself or otherwise escape harm. torious. Since all the spoils belong to the right circumstances. At the other ex- (2) Using the saving throw against victor, the booty is collected from the treme, an illusionist sometimes seems to spells for some illusions is fine, but then smoldering remains. For the DM, now be the most “useless” character since an illusionary fireball based on a Phan- begins one of the great all-time tedious the monk. The problem with the monk tasmal Force is as good as a real fireball. jobs of rolling saving throws for items and illusionist, or any other “useless” That, naturally, will not do. —but only for the victims of the magic- character, arises from the fact that many (3) A reasonable evaluation of how user’s spell. The illusionist, having stud- DM’s are uncomfortable with the classes well the illusionist can form the illusion ied the Fireball spell of the magic-user and don’t have a firm idea of how to give has to be made. Remember, the illusion and waited for the time that he could use them their due. In the case of the illusion- is a projection of the caster’s imagina- Spectral Force to “duplicate” it, has done ist, how does one deal with the illusionist tion, based on his experiences. Conse- substantial damage to the enemy and mimicking the magic-user? This is a quently, an illusionist — regardless of maximized the gain for the party — with- problem the authors have had repeatedly. level — who has never seen a fireball out running the risk of destroying valua- The problem is twofold. How does the won’t do a very good job of reproducing ble items in the “blast” of his illusionary DM give enough credit to the illusionist the image of one. And since practice and attack. without stealing thunder from the magic- study is mandatory for any magic-user, In this system for progressive saving user, and still not do anything out of the several witnessings of a real fireball throws based on the familiarity of the ordinary to tip off players that the party might be necessary before the illusionist illusionist with what he is trying to create, they have just encountered might con- gets it right. the DM calls for normal saving throws tain an illusionist? Next must be considered the relation- without revealing betraying distinctions Our introduction to the illusionist ships between the various illusion spells: about the illusion to the players. One of came through our first DM. We were no- (1) The best illusion spell is Spectral the main reasons for this system was to

32 OCTOBER 1982 determine belief or disbelief — so that even if the illusionist could arrange it so they believed to be there was actually an players can’t necessarily suspect when that the bridge did not simply appear illusion. an illusion has been cast — puts the before the party — the first character to The Phantasmal Force spell, to be ef- “choice” between belief and disbelief set foot on said “bridge” would quickly fective, must be employed after much out of the player’s hands (minds?) and discover that, with the exception only of forethought. It is not enough to cause a back with the dice where it belongs. certain magical spells, the basic laws of monster, a pit, or whatever to simply ap- Also ridiculous is Mr. Wainwright’s physics still apply. Gravity still works: pear from nowhere. The spell caster statement that “. . . if your character can the unsupported body will not perceive should be familiar with what he is at- fall into and take damage from an illu- the imaginary manifestation of a bridge, tempting to create. An illusionist or sionary pit, then your character should but will fall and accelerate until it strikes magic-user trying to cause a red dragon be able to cross an illusionary bridge.” the ground. There have probably been to appear and breathe on the nasty orcs No matter how much the character would thousands of characters who have fallen will find it’s not quite that simple. First like to believe that a bridge is there— into real pits because the floor (or bridge) and foremost, has the caster ever seen a

by Gregory Quinn from stealing the show and Dale Young prevent exposing information that the throw). As the target’s intelligence moves The intelligence of an orc is average player characters wouldn’t normally dis- more toward either extreme, the save (low), in the 8-10 range. Let’s say that six cern because, ironically, of their familiar- becomes slightly easier to make. The orcs were not slept. The save vs. spell for ity with game mechanics. In other words, specifications for Spectral Force keep a 1-hit-dice creature is 17. Phantasmal it looks like a normal saving throw for the magic-user and illusionist on more Force was used; the saving-throw modi- normal magic, so why shouldn’t it be a or less equal footing. Spectral Force is fier for that spell against a victim of 8-10 regular, run-of-the-mill enchantment in- acquired by the illusionist at the same intelligence is +2, so the orcs actually stead of an illusion? time as the magic-user acquires his first need 15 to save. If this illusionist has The simple two-part system of saving really destructive spells (such as Fireball been with this party for his entire career, throw modifiers given above could stand and Lightning Bolt), so the saves should he has most likely never seen a fireball, on its own if it were not for additional be the same. so his imitation will be more based on information brought out in the DEITIES Finally, what of the rule that if one per- speculation than observation. The num- & DEMIGODS™ Cyclopedia. The book son disbelieves an illusion, this en- ber needed for the orcs to save now be- lists resistance to illusion spells among hances others’ chances of disbelieving? comes 11, after applying an additional +4 the characteristics of beings with ultra- First, the individual not affected must bonus because of the caster’s unfamil- high intelligence. At the other end of the communicate effectively to his compan- iarity with the image he is creating. Be- scale, non-intelligent creatures are not ions what is happening. In the case of an cause the spell’s effect is immediate, the affected by illusions because they rely illusionary lightning bolt or fireball, orcs who save have no chance to tell the on all other senses without the power of communication is made much more dif- others about the illusion. cognizant belief being a factor, if it exists ficult by the immediacy of the event. But In the second scenario, again the intel- at all, in their dim intellect. Saving-throw if the party encounters what appears to ligence of the intended victim(s) will be adjustments based on intelligence are be a red dragon, the unaffected charac- average, since the new opponents are summarized on this chart: ter or characters (as determined by dis- men. Assume an average level of five in creet saving throws made by the DM — the fighter class for the victims of the not the player) have the time and usually illusionist. The base number needed to Phan. Imp. Phan. Spectral the opportunity to point out that some- save here is 14. The illusionist has by Int. Force Force Force thing is not right here. New saving throws now had ample opportunity to study the 0 na na na can be rolled each time a different char- fireball of the magic-user. According to 1 +4 +3 +2 acter or creature tries to convince another the chart, there are no modifiers in that 2-4 +3 +2 +1 that things are not what they seem. intelligence range for a Spectral Force 5-7 +3 +2 0 There is a +4 adjustment on saving spell, and (in this case) no penalties re- 8-10 +2 +1 0 throws, as described in the Players sulting from lack of familiarity on the il- 11-12 +3 +1 0 Handbook, for those characters who are lusionist’s part. The saving throw is un- 13-14 +3 +2 0 being told (by a disbeliever) that what modified, and the same as for the real 15-16 +4 +2 +1 they face is an illusion. If this bonus is fireball unleashed by the magic-user. 17-18 +4 +3 +1 applied to the same single saving-throw This saving-throw system also applies 19 na +3 +2 attempt for each “persuader” communi- to any other illusion that might be gener- 20 na na +3 cating with a single “believer,” the cu- ated, not just those images that mimic 21-25 na na na mulative bonuses (+4, to +8, to +12,. . .) the magic-user. An illusionary pit would na: not applicable. might make a saving throw “automatic” suffer from the same constraints as the Additional modifiers (when ap- in mathematical terms. But this never other situations, except a pit is more plicable): +4, +3, +2, or +1 for the necessarily means that the save is auto- common than a Lightning Bolt or a Fire- familiarity of the illusionist, as matic. The cardinal rule of DMing is not ball spell, so the “familiarity factor” could stated earlier. to give players a free lunch: If a player logically be minimized to no penalty. does not choose to tell the DM that his or However, the rank odor and echoes her character is attempting to see past emanating from a pit will do more to rein- For creatures of the low to highly intel- the illusion, that is the player’s privilege force that image in a victim’s mind than ligent categories (5-7 to 13-14), a well — and very probably his . just a black gap in a path or corridor. The studied Spectral Force spell will be as Now, back to the opening tale. Using weighting of the saving throws for the effective as an actual magic spell (no the saving-throw bonuses from the table various types of illusion spells still holds bonus to an intended victim’s saving given earlier, let’s see how the orcs fare. in cases like this.

D RAGON 33 red dragon? If he has, then he may have having lived there for a good portion of this is what happened: a good chance to fool the orcs. But if he their lives. If a new “creature” is sudden- The dragon created an illusion of a doesn’t know what a red dragon looks ly introduced into this familiar environ- large blue dragon sleeping in a small like from personal experience (and good ment, the denizens may well be suspi- clearing surrounded by rocks. The party memory), the result of his spell might be cious of its origin — particularly if they indeed came upon the “sleeping drag- ludicrous. He might get a reaction out of know a spell caster is in the adventurers’ on,” and decided to charge en masse, the orcs, but it may be one of them falling party. If the caster is inept enough to hoping to kill it before it awoke. The real down from laughing so hard. cause a red dragon to appear from no- dragon was watching from high in the Phillip Meyers, in his article in issue where in full view of everyone, the in- sky, and caused the illusion to react real- #43 of DRAGON™ Magazine, “Now You tended victims should be sharp enough istically — right down to bleeding and See It...But Is It Really There?”, advo- to doubt its reality. However, should the awakening abruptly. The illusory drag- cates the use of a percentage saving caster cause the victims to come across on’s reaction in the next round was to throw to determine belief or disbelief in a “sleeping dragon” in natural surround- “breathe” at one of the party members. I an illusion, based on (1) the plausibility ings, and if the beast should then happen asked the hapless person to make a sav- of situation, (2) the intelli- to wake up and “breathe” on them, the ing throw, and it failed. The party had gence of the creature(s) viewing the illu- chance for them to believe the illusion received no saving throws before then, sion, and (3) possibly the character class would be considerably better. since the dragon had caused the illusion of the individual(s) viewing the illusion. There is the Audible Glamer spell to to be an image such as might ordinarily This system works fairly well, though it lend credibility to the illusionist’s phan- be found. After the next three rounds, does give the characters a better chance tasms, but it must be cast prior to the the party had lost three members to than the monsters in some instances, but accompanying Phantasmal Force, since “lightning bolts.” (No one had yet man- it is also rather unwieldy because of the the latter magic will be dispelled as soon aged to penetrate the armor class of the amount of number-juggling involved. as the illusionist ceases to concentrate “dragon,” so it had not been dispelled.) In my campaign, we use the normal on it. The combination of the two spells, When all of this began, I had told the saving throw vs. spells, adjusted by any therefore, will take at least two rounds to players that “The dragon rises to its feet wisdom bonuses or penalties and for any cast, and won’t be a very attractive alter- and breathes, but he makes no noise.” special abilities or devices party mem- native when enemies are advancing on But not one of them picked up on that bers may have available. The reason for the party and time is of the essence. tidbit of information. When a character the use of a wisdom adjustment, rather The DM can adjudicate the results of finally managed to hit the “dragon” it than the adjustment based on intelli- an intended illusion without much prob- was, naturally, dispelled — whereupon gence advocated by Mr. Meyers, is that a lem. All he needs to do is put himself in the real dragon flew down and chuckled Phantasmal Force is actually a mental the victim’s place and view the illusion at the situation. Three of six party mem- attack, and is, in fact, listed as one of the through his, her, or its eyes. Is the illu- bers were dead from an illusion they (the “mental attack forms involving will force” sion an image of a being or object that players, and through them their charac- on page 11 of the Players Handbook. might reasonably be found in this vicini- ters) should have detected. The charac- The prescribed saving throw can be se- ty? Are the circumstances surrounding ters were not babes in the woods, and cretly modified by the DM if the situation the illusion conducive to the appearance should have realized all was not right warrants it. or discovery of the illusion? Is the illu- when they found out they were confront- Mr. Meyers also says the Phantasmal sion understandable by the creature or ing a silent foe. force spell is too powerful a spell for a character at which it is directed? The All things considered, the Phantasmal 1st-level illusionist to possess. But, con- illusion of a Fireball being cast (for in- Force spell requires much more thought sider the following: (1) Out of the 12 stance) is not understandable by crea- and preparation than do most other spells from which a 1st-level illusionist tures that have never seen one before. spells. Anyone with the proper training must pick but one, the Phantasmal Force According to the Fireball spell descrip- can cast a fireball with scarcely any spell is the only one actually capable of tion in the Players Handbook, “A streak thought at all; to cast a successful illu- doing damage to an opponent. When flashes from the pointing digit (of the sion requires a great deal of common your character is first level and has per- spell caster) and . . . flowers into the sense, accuracy with respect to detail, haps but 1,2,3, or 4 hit points, it is vital to fireball.” A monster that doesn’t know and creativity. Successful use of the have something to at least slow down the about magic will see a streak coming in spell requires a player to pay extremely nasties that are trying to eat you. (2) The its direction, but will not know it is sup- close attention to what is going on Phantasmal Force spell has no audial posed to represent flame until the illuso- around his character and to react ac- component. This means that most mon- ry fireball takes shape. At that point, the cordingly. To have the best chance for sters are going to be highly suspicious of monster may or may not realize that the success, the illusion-caster must think illusions that are mobile, such as illusory result is supposed to be flame, since no ahead of all the possible ramifications of monsters, yet totally silent. (3) The cast- heat is created by a Phantasmal Force. his illusion. Does the rest of the party er must use his common sense (wis- Similarly, a monster with infravision will know about the illusion? That is, will he dom?) in deciding what illusion he will most likely doubt an illusory monster inform them of his intentions, thereby create and how it will become apparent because its eyes will not detect the heat taking the chance that the enemy will to the intended victim(s). Even moronic radiation that the creature is accustomed also hear and possibly understand? Or, creatures and characters will be suspi- to detecting from all living creatures. will he keep it to himself, hoping to en- cious of a pit that appears before their Characters (and their players) should sure that the monsters will not then au- eyes out of nowhere, although they may be alert to the possibility of illusions be- tomatically know an illusion is being not have time to react to their suspicions. ing used against them by the DM’s min- cast? Many players won’t want to be both- If they do have time to react, they will ions. I once rolled up a dragon for an ered with all this detail, and under condi- most likely be curious, and, if they touch encounter, determined that the dragon tions such as these might not use the it, the illusion will be dispelled. knew some magic, and rolled the spells spell very often or at all. Or, players The caster of this spell must be famil- randomly. Phantasmal Force was one of might realize that the game experience is iar with his intended subject. The crea- them. At the time I was disappointed, enhanced if the DM requires illusion- tures he is attempting to affect with the because I didn’t realize the capabilities makers to think out their situation and spell may well know more about the of the spell at that point in my experience consider the possible consequences of types and numbers of other monsters as a Dungeon Master. However, I de- their actions if they are to prosper in his living in their area, from (presumably) cided to go with what I had rolled, and game.

34 OCTOBER 1982 Thieves’ Cant: A primer for the language of larceny

by Aurelio Locsin

INTRODUCTION As with nouns, modifiers may be doubled. This indicates an This work is made possible through the efforts of several increase in quality or intensity. For example, sio kal means “big linguists, many of whom have lost their lives in their attempts to box”; siosio kal means “very big box”; and siosio kalkal means learn as much as they could about Thieves’ Cant. Although this “very big boxes.” primer and the accompanying translation dictionary are admit- tedly incomplete, this is believed to be the most extensive NUMBERS compilation to date of the language. Many numbers, including 0 through 10 and some higher numbers, are included in the accompanying dictionary as se- PRONUNCIATION AND WRITING parate entries. To create other numbers, simply “add” two or Vowel sounds in Cant are sounded the same way as in these more “number words” together. For example, “seventeen” is English words: “a” as in bad; “e” as in bed; “i” as in bid; “o” as in imboula, or “10” (imbo) plus “7” (ula); and “seventy” is ulaimbo, lone; “u” as in suit; and “y” as in sly. Optionally, for easier which translates as “seven tens.” pronunciation by those accustomed to English, “i” can be Ordinal numbers, to show the order of an item in a succes- sounded like the “e” in see when the “i” appears in the middle or sion of items, are formed by adding the suffix “nk” to the at the end of a word, and the “y” sound is shortened to sound cardinal number (or “ink,” if the number ends in a consonant). like an “i” if the resulting syllable or word is easier to pronounce Thus, bi (one) + nk = bink (first); lim (five) + ink = limink (fifth). that way. Fractions are formed by adding the prefix “ob” (which literal- Vowel combinations such as “ai” or “oe” are pronounced by ly means “opposite”) to the appropriate number: ob + la (two) = sounding each vowel separately. For instance, the Cant word obla (one half); ob + lim (five) = oblim (one fifth). “laimbo” (twenty) is pronounced la-im-bo and not laym-bo. In speaking the language, all words in Cant are stressed PRONOUNS primarily on the first syllable. Many words of four or more Pronouns are words used to represent nouns. The following syllables will be secondarily stressed on the other odd-num- pronouns exist in Cant: bered syllables if such accenting makes the word more easily First person singular, o (l, me); second person singular, distinguished or easier to pronounce. e (you); third person singular, i (he, she, it, him, her). There is no specific Cant alphabet, because Cant is only First person plural (including the person spoken to), rarely encountered in written form. For the purpose of this oeo (us, we and you); second person plural, oe (you); introduction to the language, the written conventions of the third person plural, ii (they, them). English language are used to “spell” the Cant words. Note that First person plural (excluding the person spoken to), many letters of the English alphabet have no representation in oo (us, we but not you). Cant; “c” and “d” are two noteworthy examples. The word oo is a pronoun form peculiar to Cant, used when the speaker means “us” or “we” to include everyone but the NOUNS person(s) being spoken to. It has been observed that this pro- Nouns are words that represent things: inanimate objects, noun is most often employed in discussions pertaining to the living things, or concepts. Articles (a, an, the in English) do not division of treasure. exist in Cant. All Cant nouns are given in the singular form, and When a pronoun is used with a verb, it is generally attached to plural forms of those nouns are produced by simply doubling the end of the verb form: ken means “to steal”; keno is “I steal”; the word. Example: kene is “you steal,” and so forth. When a pronoun precedes a verb (sometimes done for clarity English Cant Literal translation or emphasis) or stands by itself, a “t” is placed before the simple box kal (a, the) box form of the pronoun: Ti ken kal means “He steals (is stealing) boxes kalkal (the) box-box the box”; keni kal means essentially the same thing, but with less emphasis placed on the “he” and more emphasis on what MODIFIERS “he” is doing. Modifiers are words that describe other words. In English, A relative pronoun introduces a clause that describes a noun. these words are called adjectives and adverbs. Those types do In English, these are words such as “which,” “who,” and “that.” not exist as such in Cant. Instead, any modifier can modify The Cant language has only two relative pronouns: nita, used to either a noun or a verb, depending on its location within the refer to persons, and om, used for animals or objects. Examples: sentence and with respect to the words around it. In the exam- Cant: Sen ark nita tyn tif. ples below, note the location of the modifiers and how their Literal translation: Run man who has helmet. placement affects the meaning of the sentences, even though English: The man who has the helmet is running. both example sentences contain the same words: English: The fast man runs slowly. Cant: Sen simar om tyn tif. Cant: Obok sen koma ark. Literal translation: Run dog that has helmet. Literal translation: Slowness run speed man. English: The dog that has the helmet is running.

English: The slow man runs quickly. WORD ORDER Cant: Koma sen obok ark. Word order is extremely rigid in Cant, since only by its posi- Literal translation: Speed run slowness man. tion in a sentence can the function or relationship of a word be

D RAGON 35 determined. The following word-order rules apply to clauses, and/or pronouns: Mone kawabi translates as “You are a cleric.” phrases, and complete sentences. Mon is never used to express the possession of a quality or Standard word order: location. Instead, tyn (to have) and bilin (to stand) are used, time+verb+subject+place+indirect object+direct object respectively, for these purposes: Tyni sio literally translates as (Note: Nouns used to modify or explain other nouns always “Have-he tallness,” and its English equivalent is “He is tall.” Ly precede the word they modify.) lakat bilini translates literally as “In book stand-it,” and its Cant: Labne kene kal. English equivalent is “It is in the book.” Literal translation: Yesterday steal-you box. English: You stole the box yesterday. NEGATIVE CONSTRUCTIONS Question word order: Cant uses the single word hibni to express negation. The question particle+question word+standard word order word negates an entire sentence when it is placed at the begin- (The question particle ste serves as a verbal question mark ning: Hibni bano literally means “No go-I” or “Not go-I,” and its and is always used to introduce an interrogative sentence.) English equivalent is “I am not going.” Cant: Ste tehel labne ken kal. To negate individual parts of a sentence, hibni is placed Literal translation: ? Who yesterday steal box before the word it negates: Keno urtel moky hibni kanab means English: Who stole the box yesterday? “I am stealing the diamond but not the chest.” Command word order: Hibni may also be used to negate an entire clause by placing subject+verb+time+place+manner+indirect obj.+direct obj. it at the beginning of the clause: Labne bano moky hibni burono Cant: Te ken kal! means “I went yesterday but I didn’t stay.” Literal translation: You steal box! English: Steal a box! PREPOSITIONS Prepositions are words that show relationships between ob- VERBS AND TENSES jects. Unless specified otherwise, Cant prepositions are used The basic (infinitive) form of a verb in Cant ends in the letter as in English. “n.” (Note that some words that end in “n” are not verbs.) The Ro (of) is used to show possession only: lakat ro ark means basic form does not change, except for the possible addition of “(the) book of (the) man,” or “the man’s book.” a trailing pronoun. Tenses are indicated by placing a time Ka (on) is used with horizontal surfaces, while li (on) is used expression at the front of the sentence. Indefinite past and with vertical surfaces, such as a wall, upon which things are future can be indicated by using the word for future (kar) or hung or affixed: Bilin lakat ka ruba means “The book is on the past (bir) in front of the sentence. Verbs used without accom- table”; Bilin likob li liki ro obark means “The necklace is on the panying time indicators are in the present tense. Examples: woman’s neck.” Cant: Labne bano. Literal translation: Yesterday go-I. WORD FORMATION English: I went yesterday. New words may be formed in Cant by combining two or more simpler words, trimming letters from one word or another if Cant: Kar bano. such a shortening does not cause misinterpretation and makes Literal translation: Future go-I. the resulting word easier to pronounce: hunar (death) + hin English: I will go. (indefinite future) (room) = hunarhin (crypt), which is shortened to hunahin. Forming a noun from a verb is usually done by simply drop- Modal auxiliaries: These are verbs used with other verbs to ping the final “n,” and possibly the vowel that precedes it, from form expressions of mood, such as the words “can,” “may,” the verb form: hunaran (to die) becomes hunar (death); asefan “might,” and “should” in English. Modal auxiliaries in Cant are (to drink) becomes asefa (drink). placed before the main verb. The opposite of a word can be formed by attaching the prefix The Cant word sib (may) expresses permission to do some- ob to the front of the word: ob + ark (man) = obark (woman); ob thing. Miban (must) expresses compulsion; it may also be used + ine (day) = obine (night). like the word “should” would be used in English. Beben (can) expresses the ability to do something. Kutin (might) is used differently from sib (may). Kutin ex- presses conditional action: something that can be done if Assembling the dictionary something else is done first. Example: Cant: Kutin bano beti mublini. Each of the four-page segments following this page can be Literal translation: Might go-I if rain-it. removed from the center of the magazine and folded and English: I might go if it rains. trimmed to produce a pair of pocket-sized translation diction- Takin (would) is not necessarily related to will or desire. It is aries for Thieves’ Cant. Pages 37,38,43, and 44 will make the used to express determination to do something in a conditional Cant-to-English volume of the dictionary, and pages 39 through 42 comprise the English-to-Cant volume. sentence. Example: Remove each four-page section from the magazine by care- Cant: Beti tyni barbo, takin bano. fully bending the staples out; then re-close the staples to keep Literal translation: If have-he boat, would go-l. the remainder of the magazine bound together. To construct English: If he had a boat, I would go. the English-to-Cant volume, for example, hold that four-page sheet in front of you so that page 40 is right side up on your left. The verb Mon: This word is loosely equivalent to the verb “is” Fold the top of the sheet down, using the line across the middle or “to be” in English. Its primary use is as a helping verb in of pages 39 and 42 as a guide, to meet the bottom of the sheet. passive sentences. Passive sentences differ from active sen- Then fold the right-hand half of this strip across to meet the tences in that in the former, the action is performed on the left-hand part. This produces a four-sheet thickness of paper subject. In the latter, the subject performs the action. Examples: which is half the size of a regular magazine page. The third and final fold brings the left-hand edge of this sheet Labne keno fuid translates as “I stole the crown yesterday.” over to meet the right-hand edge, using the vertical line be- This is an active sentence. The subject (I) is doing the stealing. tween page 16 and page 1 of the dictionary as a guide. Trim the Labne mon keno fuid translates as “The crown was stolen bottom, right-hand, and top edges of the dictionary to the yesterday.” This is a passive sentence. The person or thing proper size, and put two or three staples along the crease to responsible for the action is not indicated; instead, the sen- bind all the dictionary pages in place. tence indicates that the action was performed on the crown. Mon is also used to denote equivalency between two nouns

36 OCTOBER 1982

D RAGON 45 Language rules leave lots of room for creativity in your campaign

by A. D. Rogan

Language is one of those “grey areas” “speak” or “language” for this level of and Trollish, and 60% of them can learn in the AD&D™ game system, partially communication, which is almost surely Orcish and/or Hobgoblin. Of course, the carved into the rules and partially left to non-verbal or sub-verbal. Naturalists nixies (who are only an example; there the discretion and invention of the DM. have written many books on animal are lots to choose from) have no align- That the DM was hard pressed to keep communication, but one does not need ment tongue, being neutral, but they still even one jump ahead of the players in to go into this topic in great depth for seem short-changed. the free-wheeling early days of D&D® game purposes. This “short-changing” will be explored play was shown by author Lee Gold in “Speaking” to animals is a matter of further later, but for our immediate con- the excellent article “Languages,” from tone, facial expression, and body lan- sideration: How come all of these low an early edition of DRAGON™ Magazine guage. The communication with and/or average intelligence monsters speak and reprinted in the Best of The Dragon® between semi- intelligent creatures must each other’s languages? Because they anthology. Lee told of incidents such as be very similar, though these latter types always seem to be making common players who opted to learn “Wall” speech might comprehend a few simple words. cause against the good guys? Surely in order to wrest secrets from the very True speech begins among beings of not, and even if it were so, the troops walls of the DM’s dungeons. Sure, it was low intelligence. Monsters on this level would not need to communicate so free- worth a try; after all, if they have ears. . . . have their own language, and perhaps a ly with one another. Multi-lingual lead- Thankfully, we AD&D referees do not smattering of Common. At least, that is ers or interpreters would suffice. have to put up with that sort of thing. Or one way to interpret the Monster Manu- These languages — Orcish, Goblin, do we? While the Great Tomes — the al, on the basis of the statement that “Mi- Hobgoblin, Gnollish, Kobold, Ogrish, Players Handbook, Monster Manual, notaurs have their own language and are and Trollish —are obviously related and Dungeon Masters Guide, FIEND FOLIO™ 25% likely to speak common as well.” probably fairly simple. They may have Tome, and the DEITIES & DEMIGODS™ However, there are apparent exceptions evolved from an early common language Cyclopedia — refer constantly to lan- to the general rule about low intelligence as the monsters evolved from a common guage use, both oral and written, even and language. Ogres, for instance, while stock. Or, all these species may have the most conscientious DM will search in of low intelligence, are real chatterboxes: learned language from one source — my vain for a consistent pattern of speech they speak their own tongue, the lan- choice is the — and developed use and literacy in The Rules. guage of chaotic evil, Orcish, Trollish, tongues that are separate but nearly This is no wonder, for the subject is and “the dialect of stone giants.” (By the enough related for even sub-average in- complex, and a full treatment might fail way, “stone giant” would seem to be a telligence to learn. This theory accounts to interest any but specialists. On a prac- misprint for “hill giant.“) Hill giants, while for the otherwise baffling fact that elves tical gaming level, I have attempted to no less intelligent than ogres, can speak know all these languages. Furthermore, deal with language and literacy under only their own dialect and their align- Elvish must have influenced modern three broad headings: non-humanoid, ment tongue, unless they are in the lucky Gnomish, Halfling, and even Dwarvish, humanoid (with special emphasis on 50% who can manage Ogrish. Creatures though these languages originated else- characters), and magical. of low intelligence don’t have written where. It simplifies the “literacy prob- Excluding the use of magic, the real languages, and individuals of those types lem” considerably if one assumes that the joker in the language pack, it is probably never achieve literacy. written forms of these languages have not possible to communicate at all with Several monsters are defined as low to their bases in the Elvish alphabet. See non- intelligent beings, nor to assume average (low), or simply average (low) Chart A for one suggestion of how these that they communicate between them- intelligence. Ironically, many of these languages interrelate. selves. It is possible to communicate creatures speak more languages than When we arrive at average intelligence with animal intelligences; gnomes, for creature types with higher intelligence. (8-10), we are dealing with creatures instance, “can speak with burrowing The very intelligent nixies speak only who can learn other languages and can mammals” and couatl speak “most ser- their own language and Common, while learn to read and write if they are physi- pent and avian languages,” according to stupid little orcs can babble on in Orcish, cally equipped to do so — no blink dogs the books. This implies that animals can lawful evil, Goblin, Ogrish, and Hobgob- or pegasi, please, although this point will also communicate with one another. But lin. Gnolls, also low average in intelli- be examined more deeply later. Most it is not really useful to use terms like gence, all speak Gnollish, chaotic evil, humans, characters or otherwise, have

46 OCTOBER 1982 ‘Do not allow unlimited communication between an unprepared party and just anyone they happen to meet. . . . Even a comprehend languages spell doesn’t confer the ability to ask intelligent questions.’

at least an 8 intelligence. Since charac- she is spoke” in one lake may be incom- seems a formidable task, but it need be ters may learn extra languages, up to prehensible in another. The accent of a no harder than making political and cul- seven with an intelligence of 18, in addi- birch-tree dryad may sound odd to an tural divisions. All the inhabitants of a tion to whatever alignment tongue they oak-tree dryad. Keep this in mind when, nation are likely to speak the same lan- have and the language they might know say, a druid character takes a course in guage, allowing for dialects and possible by virtue of their race, it seems only fair Dryadian and expects to be understood scattered pockets of immigrants or abo- to grant additional languages to mon- all over your map. riginal inhabitants. Neighboring coun- sters with equal intelligence, at least for On the other hand, the languages of tries may have a common language, or a the humanoid monsters. While there is, more mobile creatures will be more con- separate but very similar one. A strong perhaps, no very good reason for the sistent throughout a wider area. The empire might have only one language, if very intelligent Giant Owl and Dragon study of Triton might be a better invest- only for official use. All nobles and most Turtle to learn other tongues than their ment of a character’s time and gold merchants and tradesmen would know own, why should the Nymph — which pieces. the imperial tongue. There may be a qualifies for four or five extra languages If the speech of fabulous races is so court language used, as Persian was by Players Handbook standards — have diverse, surely the tongues of man are throughout the medieval Arab world, by not even Common, according to the just as various. DM’s can assign lan- diplomats, scholars, and poets. Undoubt- Monster Manual? Extending and expand- guage families to large-scale areas of edly every world has, as does ours, an- ing upon the Middle Elfin language sec- human settlement and define separate tique languages, some known only to tion of Chart A, we can add two new languages and/or dialects for smaller savants, some entirely lost save for a few language families, Aquatic and Sylvan areas. mysterious inscriptions. (see Chart B). Keep in mind a few thoughts on the If this sounds complicated, bear in Our nymph, then, could speak not growth and change of language: Lan- mind that the average party of adventur- only her own tongue and perhaps Com- guage changes quickly under the stimu- ers isn’t going to have to tackle the Tow- mon but also Merspeech, Triton, Sea El- lus of conquest, migration, trade, or war. er of Babel. Assume that they will man- vish, and possibly Dolphinese or Hippo- A conquest may impose a dual language age to communicate somehow with most campian, if she is a sea nymph. A lake or system on an area, with the victors of the humans they meet, if only in halt- river nymph’s additional languages might speaking one tongue and the conquered ing Common. Do not, however, allow un- be Common, Nixie, Dryadian, and Wood another. This was the case in England limited communication between an un- Elvish. after the Norman Conquest. Gradually prepared party and just anyone they The languages of creatures who don’t the two tongues blend into a new lan- happen to meet. Let them learn the get around much may vary widely from guage; in England the process took speech of the country, find someone locale to locale, with widely differing ac- about 300 years and the new language, who speaks theirs, or hire an interpreter. cents, dialects, and even actual different Middle English, was quite different from Even a comprehend languages spell languages, as similar and yet as dissimi- its parents, French and Anglo-Saxon. doesn’t confer the ability to ask intelli- lar as Spanish and Portuguese. Nixie “as Assigning language to an entire world gent questions.

D RAGON 47 The Players Handbook allows a hu- has no alphabet of its own; something ists, but there is no historical justifica- man character only Common and his/her “written in Common” usually employs tion at all for including druids. All that we alignment language. Thieves and druids the Elvish characters. Use discretion in know about the true druids and their cul- have a technical jargon, presumably to assigning Common to “monsters,” hu- ture indicates that they were anti-literate compensate for their lack of an align- man and otherwise. The more isolated a and that the bulk of a druid’s education ment tongue. To be more realistic, let us monster, the less likely it is to speak was devoted to memorizing an astonish- assign to each human character up to Common. This view of Common is much ingly large body of knowledge. Oral tra- four base “languages”: birth, alignment, more limited than that of the Players dition was the educational norm through- jargon, and Common. Handbook. I find extra languages and out the world for a very long time; we The birth language is the one that the semi-languages more credible than a have forgotten that it was often more ac- character learned “at his mother’s knee.” universal tongue. curate and more enduring than the writ- The character will always retain this lan- Non-human and half-human charac- ten word. guage, and the birth language may pos- ters are allowed a much greater number Of course, one just cannot play the sibly accent any other tongue he or she of languages by The Rules. These sub- game this realistically. What about all learns. The character can more easily stitute for the human birth language, those scrolls? What about the thief’s learn a language related to the birth though a semi-human may add his or her precious ability to read languages? And tongue. A DM can use the birth language human parent’s birth tongue. These what, oh what, about the poor bard — a concept in various ways. What if a brig- characters also have an alignment lan- compound of fighter, thief, and druid? and chief recognizes a captive as a good guage, the jargon of their class, and Unless one is sternly devoted to histori- ol’ down-home boy by his accent? Con- Common. The Players Handbook speci- cal simulation (and if you are, you will be trariwise, what if he recognizes the fies how many additional languages a much happier with Chivalry & Sorcery tongue of the invaders who burned out non-human or half-human character than with trying to re-work such enor- his little farm and drove him into an out- may acquire. If the character wants to mous chunks of the AD&D rules), there law’s life? Enjoy. learn a tongue closely related to one he is no need to be fanatical. Do, however, An alignment language is defined by or she has naturally, the DM might relax consider how your game can be played the DMG as “a special set of signs, sig- the rule. Allow, too, for a non-human to with a good deal more accuracy. nals, gestures, and words” for limited know a branch of his or her racial lan- Take reading skills alone. The ability communication only — in other words, guage without penalty. All dwarves can to read is primarily a function of intelli- probably not even a proper language per and do speak Old Dwarven, although gence. Since the magic-user class must se, but (when spoken) more like a set of only among themselves and only on be literate, we, could assume that the special inflections, emphases, and tech- special occasions. minimum intelligence score for that nical uses of an ordinary language. True Creatures with average intelligence class, 9, must be the minimum required if neutrals don’t have an alignment “lan- and up may be literate. May, because a character (of whatever class) may learn guage.” The four basic alignment “lan- literacy in a typical campaign is probably to read. guage families” are, of course, lawful, too widespread to simulate anything like Literacy is not, however, a black-and- chaotic, good, and evil, and the specific an accurate pre-industrial model. We in white proposition. Let us say, therefore, “languages” are combinations of these. America and Europe are accustomed to that a magic-user reads on at least a It is most unlikely that alignment “lan- practically universal literacy, but we “high school” level — that is, the level on guages” are ever written, though each ought to remember that this is not the which a high school student ought to be family and each specific combination norm for many of our contemporaries able to read, not (sadly) the level on has symbols recognizable across lan- around the globe, and certainly was not which some American high school grad- guage barriers. for our ancestors. Even our literate uates actually do read. Assume then that Jargon is a class language or dialect predecessors probably didn’t read or a character with an intelligence of 6 or and may contain some elements of write with any remarkable facility. Well better can read, but not particularly well alignment as well. When a couple of fight- into this century, children might attend and in only one language. (Indeed, with ers get into a discussion of the finer school only when chores at home or an intelligence under 8, a character can’t points (as it were) of swordplay, they are work outside the home didn’t interfere, learn a second language at all). speaking jargon. The language used as a and they might quit school altogether at Clerics must be special cases occa- vehicle for jargon often is a perfectly or- about the third or fourth grade. sionally. A pious but not overly bright dinary one in which individual words In medieval times, of course, the liter- cleric may be presumed to achieve read- take a specific meaning for the certain acy rate was much, much lower. We ing ability because of his or her superior purposes of a particular class. For ex- learn in school (though the history books wisdom. In other words, the gods will ample, “stress” in the jargon of (real are rather too simplistic) how the Church pull him or her through. (Don’t you wish world) engineers has a different mean- preserved learning through the Dark the gods had been as kind to you when ing from “stress” defined by psycholo- Ages. Actually, not all religions were you were in the first grade?) gists. This is simple jargon; its sophisti- fully literate; many secular people were Reading skills also should be a func- cated cousin, complex jargon, is either literate, especially in the upper (and, as tion of class. Fighters, by and large, will (like Thieves’ Cant) so full of slang, ob- time went by, the middle) class. Oddly not bother to learn. Note that paladins scure words, and special usage as to enough, women were more likely than and rangers cannot use scrolls. The thief seem a separate language, or (like Drui- men to acquire reading and writing skills begins to read languages only at 4th lev- dic jargon) a truly distinct tongue. among the laity; perhaps these skills el (the assassin at 6th), and then only Common presents a problem when were perceived as unmanly — the pro- languages which he or she knows. The one is trying to construct a realistic vince of celibate churchmen. The growth ability is imperfect at first; I like to im- model of a world’s languages; it’s just too of trade increased interest in literacy, agine the night classes down at the common. It should be a practical linga especially among the mercantile classes. Thieves’ Guild Local where ambitious franca in which a player can get direc- Merchants naturally wanted to keep burglars struggle to improve their skills. tions to “there and back again,” buy a track of their own accounts. Monks must be illiterate, since they can- drink, and strike a bargain. Common In a realistic AD&D scenario, there- not use scrolls and do not have the abili- isn’t a language for poetry, philosophy, fore, practically all fighters (and mem- ty to read languages along with their lovemaking, or cursing. In my world, it is bers of the fighter sub-classes) ought to other thieving skills. Whether or not a an amalgam of two or three major human be illiterate. Magic-users and clerics class can use scrolls is generally a good tongues and modern Elvish. Common must be literate. This includes illusion- guide as to whether members of that

48 O CTOBER 1982 class can read, and it is a clear touch- matter how clever, faces insurmountable text that the DEITIES & DEMIGODS stone for writing ability. difficulties. Physical problems similar to book limits “spirit” to creatures with “at Sages are literate, of course. They may this, while not as great for other crea- least an intelligence rating of Low” and even have more than the maximum num- tures, still make it unlikely that any of that this is the minimum rating for true ber of languages allowed to characters them will be literate. What then about the language as well. and are most likely to know ancient literate character polymorphed into mon- The most important languages given tongues. Astrologers, alchemists, and strous form? In The Voyage of the “Dawn by the gods are the metalanguages of other learned professionals are surely lit- Treader”, C. S. Lewis addresses this Magic and Miracle. Each metalanguage erate also, and each profession has a problem when Eustace is transformed exists in two forms — M-U Magic and jargon of its own. Engineers and mer- into a dragon. The boy is an awful brat Illusionist Magic, and Clerical Miracle chants may or may not be literate, and but intelligent enough and well educat- and Druidical Miracle. Metalanguages other classes and types of NPCs proba- ed. Unable to explain his predicament to are used for spells, and are distinct from bly are not. Scribes and public letter wri- his companions — he’s not a talking the arcane or ritual tongues which are ters are found in most settlements, al- dragon — Eustace attempts to write his the jargons of these classes. A magic- though a backwoods hamlet may have to story in the sand. He fails because a user, for example, keeps his or her spell rely on its local cleric. dragon’s muscles and nerves aren’t book in an arcane language, but inscribes If each human character starts with as trained for — perhaps aren’t even capa- a scroll in M-U Magic. Druids chat many as four languages and a non- ble of — the task. There’s no reason to among themselves in Druidic jargon but human with perhaps nine or ten, then suppose that such a character couldn’t speak with plants in their form of Mira- what about multi-classed characters, read, given the skill in the first place and cle. The transcendent nature of meta- those who add skills requiring new jar- a friend to turn the pages. Bahamut and languages is made abundantly clear in gon, or those who switch from one class his gold dragons have spell books, but their various uses. Magic/Miracle can be to another? The multi-classed character then they can polymorph into human read even by illiterates, as with a protec- is a special headache since he or she is form whenever they like. tion scroll. The metalanguage disappears non-human or semi-human anyway. Af- The mention of Bahamut introduces from a scroll when it is used. The spoken ter allowing the basic jargon and meta- us to the realm of supra-genius and god- syllables of Magic or Miracle alter the language, where applicable, for one like intelligence. Beings on these levels whole fabric of reality. class, count the necessary jargon(s) and are likely to be beyond speech. Among Metalanguages must be the only lan- metalanguage(s) for the extra class(es) themselves, they may communicate in a guages recognizable as such from out- against the number of extra languages manner incomprehensible to lesser in- side the Prime Material Plane. Extra- that the character is entitled to learn. tellects Their communication with low- planar communication is almost unima- (The concept of metalanguage is dis- er intelligences may, of course, be by ginable, although some have tried to cussed later.) If he or she can then learn telepathy. A pair of authors, Madeline describe it — such as in this passage no other language, so be it. If he or she L’Engle in her Time trilogy and T. H. from the historical/fantasy novel The exceeds his or her limit with these ne- White in The Master, indicate that tele- Deadly Gift by Norah Loft. The elisions cessary languages, one might allow the pathic supra-geniuses have difficulty are the author’s as her character search- player to get away with it or, more plaus- expressing themselves in human speech, es for words to describe her out-of-body ibly, ask him or her to delete one or more which is an inadequate vehicle for their experience. racial languages, depending upon the thoughts. Both stories have characters character’s intelligence. Similarly, for the who, when forced to speak to non-tele- “. . . [T]here were voices . . . and character who changes classes, if his or paths, express themselves in quotations light was something you could her intelligence score is not sufficient to from poets or philosophers as the most touch and handle, and colour . . . permit him or her to learn the new compact mode of communication avail- colour was something you could tongue, too bad. A possible compromise able to both parties. taste. . . and time was. . . you could is to assume that the character forgets Language, however, originated at the see it. It sounds all confused, but the jargon of his or her previous class. As god-like intelligence level and was given that is how it was, and I understood for characters who plan to become pa- by the gods to humankind (or elvenkind it . . . then.” ladins, rangers, or bards, they must al- or whatever). Thus, Chart B refers to low for adding the languages and meta- Treant as a Titantic language. Some Let us hope that players can “under- languages that they will need to know other languages derived from the titans stand it” on other planes when they are when the need arises. Fortunately, the are shown in Chart C. there. intelligence minimums for these classes Other languages coming directly from Creatively used, language can provide assure that they can add languages. An the god-like intelligence level are the var- deadly traps, comic misunderstandings, important exception is that Fighter Jar- ious dragon tongues and the intelligent more exciting encounters, and more gon is extremely simple and is not animals’ languages. In fact, divine inter- realistic role-playing adventures for DM counted as a separate language in any of vention provides a rationale for animals and players alike. And that’s the name of these cases. having language at all. Say that dol- the game. The question which next arises is phins, for instance, were granted speech whether non-humanoid but intelligent by Bacchus when they rescued him at monsters can read or write. A naga, no sea. It is interesting to note in this con-

CHART C

D RAGON 49 Fantasy philology: Playing the fluency percentages

by Arthur Collins

THIEF: ’Ere now! Wot’s ’at? notes that it exists only in its four dia- of high enough level to employ spells. FIGHTER: Oh, no! It’s that illusionist lects. A speaker of the Common Tongue Rangers: There is no tongue associat- again, with about three zillion goblins! speaks one of these dialects, not some- ed with rangers, but in my campaign PALADIN: Whist, father! Pray for us! thing called “Common.” many of them speak Old Common, which Montjoie-St. Denis! By setting out the relatedness of cer- is a tongue now used only by isolated THIEF: ’S dark as a bloomin’ coal scut- tain languages, you engage in saying hill-folk. It is for them a language of lore. tle in ’ere — ’ow about a light spell, why your cultural milieu is as it is. Why Of course, they will acquire a smattering parson? do the people in A speak X, while those in of spell-casting tongues when they reach CLERIC: Oremus. Salve, Domine! Soli B speak Y? Settle these facts to your a high enough level to cast spells. te gloria. Fiat lux. Amen! satisfaction while setting up your cam- Magic-users: The “True Speech.” ILLUSIONIST: Me genoito! En de nux! paign, and then you are ready to intro- Illusionists: Phantasmaic. FIGHTER: Hey! who turned out the duce the following concepts. Thieves: Thieves’ cant. lights? Monks: There is no particularly monk- ELF: Fear not! Aure entuluva! Character languages ish language in the rules, but in order to BARD: Eala, aethelingas! Every player character has a primary justify their cultural presence in my HENCHMAN: Doon wi’ th’ Sassenachs! language in which he is 100% fluent, this Northern European-type milieu, I have THIEF: Them ain’t Saxons, ye barmy being his birth tongue. them know some Quiltien, an Oriental bilgebrain! These ’ere be goblins, can’t In addition, he may have one or more tongue spoken by their masters and you ’ear? secondary languages, due to cultural therefore revered as a language of GOBLINS: Gobble, gobble. conditions, such as growing up in a instruction. CLERIC: “Gobble, gobble?” border area where cultures mix, or from Bards: Old High Kehlic, which they MAGIC-USER: Oy, veh! being a demi-human growing up in a so- use as a language of lore and spell- ciety that employs several languages. casting. Now, that’s what AD&D™ or D&D® In addition, certain character classes Fighters and assassins: Members of playing sessions ought to sound like have tongues which they employ in the these classes do not start out with any (sort of). But of course, they don’t. Ac- pursuit of their profession. class-related secondary languages. cents and characteristic speech patterns Also, all player characters use align- add a lot to role playing. But we can’t all ment tongues to one degree or another, Fluency be linguists — least of all the poor DM, either as a language of devotion or 1) All characters are 100% fluent in who must play hundreds of speaking theology or as a jargon of those who their primary language(s). creatures. grow up among like-minded persons. 2) Player characters begin proficiency Nevertheless, language differences And, the player character will have a in alignment tongues at 2% times their can add a lot to a game, especially in degree of fluency in languages/dialects intelligence ability score, and progress terms of the challenge of communicat- closely related to his primary language thereafter according to the following ing with people (and monsters) who or other languages in which he is fluent. formula, to a maximum of 75%: speak other tongues and dialects. But a For example, a student learning Old Eng- .5% x (intelligence + wisdom) set of rules to facilitate this could easily lish already knows English, and if he also per level gained beyond 1st become either overly technical or just knows another Germanic language, then To progress beyond 75% fluency in an plain cumbersome in use. The intent of his task of deciphering Old English be- alignment tongue, special study is re- this article is to suggest a set of proce- comes immeasurably easier. quired as described below. As an exam- dures that work well while avoiding the ple of how to apply the above rules and above-mentioned pitfalls. Class secondary languages formula, consider a 5th-level neutral evil To begin with, every DM needs to un- Clerics: In my campaign, most good player character with an intelligence of 8 derstand the linguistic situation in his human clerics speak Kirkish as a lan- and a wisdom of 10. To start with, his campaign milieu. What human languages guage of devotion and spell-casting. But fluency in his alignment tongue is 2% x 8, and dialects are there? What is the in any case, all clerics of character races or 16%. To take his second through fifth “common” tongue and how widely is it use a special tongue for spell casting. levels into account, use the above formu- spoken? What demi-human tongues are Half-orcs use the Black Speech, while la: .5% x 18 x 4 = 36%. Adding his initial in evidence? For my campaign, I defined half-elves use Grey Elven. Clerics not fluency of 16% and his progress toward these relationships. “Common” speech belonging to the predominant religion mastery through five levels of adventur- evolved in the manner described by the adhere to others which also use special ing, he is now 52% fluent (16 + 36) in the accompanying chart. tongues. language of Neutral Evil. Once he attains In the chart, asterisks denote extinct Druids: Members of this class speak 75%, he cannot improve fluency any languages; dotted lines, distant descent; Druidic, which in my campaign is called more unless he gets his theological act solid lines, immediate descent; arrows, Old High Kehlic. All their spells are cast together and does some serious study- patterns of heavy influence or borrow- in this language. ing (see below). ing, whether of vocabulary or grammar; Paladins: They may or may not have a 3) Player characters begin proficiency and wavy lines, dialects. Putting the special language as a language of devo- in class-related secondary languages at “Common Tongue” in parentheses de- tion, but will certainly acquire one when 5% times their intelligence, and progress

50 OCTOBER 1982 thereafter at the rate of 3% per level to a it will not for bards and druids. Note that and devices to understand languages maximum of 75%. To progress in fluency fluency for assassins learning alignment operate at 100% fluency — but many of thereafter, special study is required, as or class tongues can only be gained by these are merely unconscious transla- described below. Why does this formula close association with speakers of that tors, and do not confer any real under- differ from the formula for alignment- tongue (see below). DM’s note: Having standing of the language upon the user. language fluency? Because alignment an assassin “brush up” his Lawful Good The spell Read Magic differs from the tongues are rarely worked at, but you by masquerading as a paladin or cleric in ability to read the “True Speech” em- use a class-related secondary language a holy institution is a dangerous and ex- ployed by magic-users only by raising every day. Therefore, you advance in it citing way to have to learn the fine points fluency to 100% for the spell’s duration. more quickly as you rise in level. As an of the patois. A thief’s Read Languages ability ap- example, consider a 3rd-level cleric with 5b) All characters endeavoring to learn plies only to languages unknown to the an intelligence of 12. He is 66% fluent in a new language (other than a secondary thief, or in which he is not as fluent as his his spell-casting tongue (5% x 12, plus language, class-related language, align- Read Languages ability. In any case, no 3% for each additional level = 66%). ment tongue, or bardic/druidic language knowledge of the language is bestowed 4) A player character may begin with acquisitions), have the option of doing permanently. The thief is just hazarding certain secondary languages, because book-study alone or in a class in order to a guess as to what the script says. of having grown up around them or be- grasp the basics of the language. Study- 7) Fluency scores and ratings are as- cause of his or her racial background. ing alone will gain an increase in fluency signed for each character and each lan- For these, percentile dice are rolled, and of 1% times the character’s intelligence guage known by that character accord- numbers above 90% are ignored. To per six months of study, to a maximum of ing to the list below. (Note that player progress in fluency thereafter, special 30% by study. Studying under a tutor (or characters do not know their scores, study is required, as described below. in a class) will double the rate of acquisi- only their ratings.) For example, an elf has a lot of language tion (1% x intelligence per 3 months of A fluency of 100% (00) is only possible potential, as described in the Players study), again to a maximum gain of 30% for a primary language (birth tongue); a Handbook. Applying this method of lan- by study. Study can be undertaken at fluency score of 91-99% indicates a Sec- guage fluency, we have a high elf who any time, but cannot increase fluency ond Language (different from a second- begins his career with the following beyond 75%. To gain fluency beyond ary language); 76-90% is Very Fluent; smattering of tongues he picked up in this point is beyond book-learning; only 61-75% is Fluent; 41-60% is Conversant; his childhood and adolescence: experience will do. 21-40% indicates the character is ac- High elven, 100% fluent; grey elven, 5c) The main way of acquiring new quainted with the language; a score of 58% (23% + 25% +10%; see sections 8 & 9 languages or increasing fluency in ones 01-20% means the character can recog- below); gnomish, 77%; halfling, 7%; gob- a player character already knows is by nize the language when it is seen or lin, 4%; hobgoblin, 48%; orcish, 34%; living in close association with speakers spoken. gnoll, 16%; Common, 62%. of that language and employing that 8) One’s degree of fluency also helps As the player of this character, asking tongue daily. Fluency in acquiring lan- in getting along in dialects, and in learn- yourself why he knows what languages guages through close association comes ing new languages related to one al- he does, and how well he knows them, at a rate of 1% times the learner’s intelli- ready known (see table below). The col- will help you flesh out the character, by gence per month until the speaker is 60% umn on the left applies to one’s fluency considering the background of his up- fluent, whereupon the gain is 5% per rating in a known language, while the bringing. The above figures show that month of close association until a maxi- columns to the right refer to the bonus this character has had considerable ex- mum of 90% is reached. Note that “close one has in getting along in another lan- perience with gnomes, orcs, and hob- association” assumes daily use of the guage encountered. goblins (or at least with speakers of tongue being acquired, to the exclusion those languages), but not with halflings of most other speech. Living in an en- Language encountered is: and goblins. Why? clave speaking Language A among a Fluency Parent Dialect 5) Acquiring new languages: community of speakers of Language B rating or sisterof Related 5a) A player character may endeavor will not help toward acquiring the latter. is: tongue same language to learn as many new languages as his How many American soldiers in Europe Primary +25% +44% +16% intelligence or race permits. In addition, or elsewhere make the effort to really Second +20% +36% +12% bards, druids, and assassins gain the learn the local language? Very Fluent+15% +24% +8% ability to learn new languages. Bards 6) Languages acquired via spells are at Fluent +10% +16% +4% and druids begin their proficiency in 100% fluency for the spell’s duration. Conversant +5% +8% +2% their new tongues at 5% times their intel- Note, however, that the language ac- ligence, and to progress thereafter must quired will be of the textbook variety These bonuses apply in the following study as described below. Assassins be- (flawless and non-idiomatic), and not situations: gin at 1% times their intelligence, but for necessarily of the dialect or style among a) The degree to which you will under- them, book-study will gain them increase which you find yourself, unless this is so stand a speaker of an otherwise un- of proficiency as described below, which specified and the spell allows it. Spells known tongue. b) The initial bonus given in acquiring a new language. After two months of either book-learning or learning by close asking yourself why he knows what languages he does, and how well he knows them, will help you flesh out the character . . .

D RAGON 51 association, this bonus is automatically 10) All of the foregoing matters be- If he blows it more than 3 times in the first added onto a character’s fluency score. cause being understood or being correct 7 attempts, he must roll every time he Note, however, that simply knowing an- in the use of language is very important uses that spell until he gets it right 3 other language cannot at any time in- in the conduct of the game. For instance: times in a row, or until he rises a level, at crease fluency in a language beyond a) For spell casters, spell casting (at which time he needs to only succeed 75%. Beyond this, only personal effort least for player characters) is always once, and the disability disappears. and study will work. done in a specialty tongue, never in “Getting it right” means rolling your 9) The “Common Tongue,” or secon- “Common.” Therefore, if you blow your fluency score or less with d%. (Note: The dary language of most elves and many spell, it could be because you haven’t DM does the rolling; see 7) above.) Pen- sylvan creatures, is High Elvish. Elves mastered your spell-casting language. alties for not “getting it right” are as have a 10% bonus in all elvish secondary The first time you use a new spell, you follows: languages; 30% of all high elves know must roll d% to see if you get it right. If a Missing the d% roll by 1-10% indicates Grey Elven as a secondary language, player character rolls his fluency score a minor blooper; the spell gets off, but and 30% know Wood Elven. The 10% bo- correctly 4 times out of his first 7 at- not perfectly. The character knows he nus also applies to elvish languages and tempts, he need no longer roll; he has has blown it. With luck, the spell will dialects in situations such as 8) above. mastered the inflections and vocabulary. work out more or less as intended. Old Dwarvish is still new to scholars of language lore

by Clyde Heaton

Students of comparative anthropology barkeep if he had been seen there. The point where complex, abstract subjects have long been frustrated by dwarves, publican hastened to point him out, but had to be spoken of; it speaks adequate- that secretive lot of undersized human- he was nowhere to be seen. His col- ly of what one does or has, but not well of oids of unknown origin; indeed, almost league said he might have slipped out what one feels or thinks. It is written with everything about them is a mystery. the back door, and the two gentlemen an alphabet of twenty letters, represent- Their homes, mines, and ancient ruins quickly departed in search of the errant ing consonant and vowel sounds very abound in all the worlds we have dreamed academician. But neither he nor they similar to the Common tongue. The or discovered; their tombs and temples have been seen since. sounds remain the same, but the runes are covered with runes (which, due to When I returned to my rooms that used vary from tribe to tribe. The com- the dwarves’ regrettable resistance to night, I found that Boru had been there. mon letters not used in dwarvish are C, F, magic, are largely undecipherable), and He left his notes on dwarvish lore and a H, Q, Wand Y. The rest are pronounced their diminutive, sturdy forms are found short note asking that the work be put to as harsh or guttural sounds and assem- in all humanoid careers (except, of good use. Hereafter follow his notes. bled into syllables of two, three or four course, those requiring the study of letters. magic). Yet, despite their omnipresence, OLD DWARVISH DECIPHERED The number of letters in a syllable we know almost nothing about them. by Boru O’Bonker gives a clue to its meaning. A two-letter They are great linguists, speaking many syllable always starts with a vowel. If it tongues, but are never heard speaking For many years, I have studied the lit- ends in a consonant, it is a verb. If the Dwarvish. If pressed about the history or tle folk of many lands and worlds, being syllable has two vowels, it represents origins of their race, they change the aided by my own short stature and quick possession or tense (see the following subject; if asked about their personal wits. examples), and is always placed before lives, they grow truculent. Indeed, most In this work, an effort is made to pass the word it modifies: non-dwarves can’t even tell a female on the knowledge I have gained from my Ai (did) = past tense dwarf from a male! study of the runes and songs of the Aa (does) = present tense At last, a breakthrough has been made. mountain dwarves of Sa-Marin, written Au (will) = future tense Boru O’Bonker, that illustrious pursuer and sung entirely in Old Dwarvish. Auai (will have done) = future perfect of knowledge, has learned something of In common usage, dwarves of today (a special case) Old Dwarvish, the ancient ceremonial speak a hodgepodge of the old tongue Ua (possessive) = my/mine tongue and script of the dwarf priests and other languages with which they Ui (possessive) = your/yours and gleemen. come in contact every day. The use of Ue (possessive) = her/his/theirs Boru has not been able to publish his Old Dwarvish is restricted to ceremonial A three-letter syllable always consists work; in fact, we are not even sure where and traditional uses. This is the language of two consonants separated by a vowel he is at this time. He was last seen in the used for heroic lays, historical epics, and and represents a noun or modifier. If the Purple Mug Tavern, deep in discussion epitaphs. It is found in contemporary vowel is repeated, forming a four-letter with one of his colleagues. He was just speech only incidentally. syllable, it denotes a plural; bar means getting to the point of his remarks when Its lack of common use is explained by “tree” and baar means “trees.” a pair of very short, heavily armed gen- the fact that Old Dwarvish is a primitive, The first syllable of a Dwarvish word is tlemen entered the establishment. They often cumbersome tongue. It served well the subject of what would be a phrase in professed interest in him, asking the until dwarvish society evolved to the Common; the remaining syllables modi-

52 OCTOBER 1982 Missing by 11-20% is a significant must roll 22 or less for his charm attempt subtracted from the reaction score of the blooper; the spell fizzles and is useless, to be successful (81-73 = 8; 30-8 = 22). other party, which makes an immediate just as if it had not been attempted. The bard rolls a 29 (Just made it — or so reaction check. Thus, if you were 80% Missing by 21% or more is a major he thinks!), and gets the surprise of his fluent in language X and the DM rolls an blooper; the spell backfires. life when the uncharmed beggar goes 89, a reaction check is taken at -9%. Note b) A bard attempting to charm while for his throat. that for this purpose, charisma as a fac- using a secondary tongue must roll his c) Misreading a potion label, a map, or tor in determining reaction is eliminated; fluency score or less every time he at- a scroll can lead to interesting situations. you having looked very stupid in blun- tempts the charm. If he blows it, the dif- d) Dithering/dickering, etc., with speak- dering like you did. ference is subtracted from his charm ers of another language can lead to in- percentage. Example: A 5th-level bard is teresting results. (A friend of mine tried Verstehst du? Then you are ready to attempting to charm another person in to order a meal in Ecuador and ordered a add malaprops and Freudian slips to the that person’s language. The bard’s charm waitress instead.) Every time the player other challenges of playing an AD&D or percentage is 30%, and his fluency score character attempts to get a major point D&D adventure. And may it spice up in his target’s tongue is 73% (a rating of across, d% are rolled. If this score is less your game. Remember: Communication Fluent). The DM rolls an 81, so the bard than his fluency score, the difference is is at the heart of role-playing.

Ak ...... cut Din ...... wisdom, wise Mur ...... safe, shelter Ruk...... foe, enemy Ad ...... fight Dog ...... skill, craft Mar ...... great Sar ... high, a high place An ...... tell Gun...... fortress Maz...... I, me Sut .... magic, unknown Ar ...... work, make Ij ...... conquer Non ...... never Tal ...... long Az ...... beget In...... think, reason Pan ...... tales, history Tur ...... fat Bak ...... cutter Jun ...... home Pog ..... building, house Uk ...... plant, cultivate Bar ...... tree, wood Kad...... stone Ob...... buy Un ...... live, dwell Buk ...... land, country Kaz ...... dwarf Og ...... build Ur ...... strike, forge Bur ...... strong Kur ...... oath, promise On ...... sell Zak ...... axe Dur.. ... big, heavy, iron Lan ...... memory Rut ...... pride Zin ...... silver Dul ...... flight, escape Lur ....bravery, courage Rul ...... fear Zog ...... oak Dum ... mine, excavation Luk ...... fierce, terrible Raz ...... father, parent Zon ...... gold fy this subject and each other. As an ex- Another example: The sentence “The of poetry and song. Their music is ample, the Common phrase “a big oak fat dwarvish woodcutter cut down my rhythmic, usually percussive, with only a tree” would be a three-syllable word in big oak tree with an axe” would be reor- few tones. The lyrics do not rhyme, ex- dwarvish, organized as “tree-big-oak” ganized and translated as follows: cept by chance. Instead, the lines match (in dwarvish, bardurzog). Dwarf-fat-cutter-wood my in number of words and number of sylla- Dwarves, by their nature, are realists tree-oak-big did cut-down-axe. bles per word, and are chanted to rhyth- and materialists. They have difficulty re- /Kaz-tur-bak-bar ua mic music, the deep voice of the dwar- lating to planes and energies beyond the bar-zog-dur ai ak-ton-zak/ vish gleeman blending with his instru- physical, which both protects and insu- Once reorganized and translated, the ment to produce an oddly beautiful lates them even as it limits them. In keep- sentence would be properly written as: sound. ing with dwarves’ emphasis on the mate- /Kazturbakbar ua It was in a dark, somber setting that I rial aspect of the world, nouns always barzogdur ai aktonzak/ first heard this lay, The Building of the come first in Old Dwarvish grammar. This example illustrates or suggests Mountain Keep: The first word is always the subject of a some of the general characteristics of /Kaazlantal paanlurmak aa anrut/ sentence, the second word is the object, the language, namely these: /Kaazruldul bukzonmur ai ulman/ and the verb comes last, preceded by a 1. Tense or possession is shown by the /Ua raazdin junzonbur ai ogdog/ tense indicator. syllable preceding the word. /Ua raazlur ruklukbur au ulnon/ Hence, the sentence “The dwarf cut 2. Modifying syllables apply only to /Kaazlukbur kurmarluk aa urrut/ the tree” would be reorganized as “Dwarf the word they appear in, pertaining eith- /Maazdogdin gunbursar aa ogdog/ tree did cut,” and translated into Dwar- er to the first syllable of the word or to the This was translated for me by a young vish as follows: syllable preceding the modifier, as in dwarf maid who thought I was a dwarf Dwarf tree did cut. “dwarf-fat-cutter-wood.” The syllable from an isolated tribe that had lost the /Kaz bar ai ak/ “wood” modifies “cutter” as well as (indi- old tongue. Some of the nuances are The slash marks before and after the rectly) “dwarf.” lost, but the sense of the first verse of the sentence are the only punctuation used, 3. The length of a word is limited only lay is intact. very similar to ancient Anglo-Saxon by the complexity of a concept or the “Dwarves tell the tales with pride practice. Articles and most prepositions longwindedness of a speaker. How the fleeing tribe found safety here are not used. 4. There is often a structural relation- And in their wisdom built their homes Old Dwarvish does not use complex ship between nouns and verbs; “cutter” Swearing never again to flee a foe sentences; the above example is a very (bak) and “axe” (zak) have the verb “to So we build in skill a fortress strong.” simple one, but the grammar will always cut” (ak) as a common root. While this This verse gave me the key I needed to be the same. More complicated or more does not apply directly to grammar, it my study of Old Dwarvish. If my identity detailed concepts are expressed by add- may help in translating an inscription us- and race are not discovered by the ones I ing modifying syllables to the basic ing unfamiliar words. This was a great am studying, I can continue and possibly noun and verb syllables. In actual prac- help in understanding my first real expos- complete my knowledge of the tongue. tice, certain stylized sentences have come ure to Dwarvish music, The Building of The small vocabulary I have positively to have meaning in the abstract beyond the Mountain Keep. deciphered (see above) is appended to the literal meaning of the words, through Dwarves’ traditional songs are entirely this writing, in hopes that it will help oth- long usage in songs and tales. independent of the rules of other forms ers involved in the same work.

D RAGON 53 New monsters for low levels

(Editor’s preface: Many readers of DRAGON™ Magazine have expressed a Euparkeria desire for more creature types to chal- lenge low-level characters and to popu- late the lower-numbered levels of a dun- FREQUENCY: Common geon. In this edition of Leomund’s Tiny NO. APPEARING: 1-6 Hut, Lenard Lakofka offers a collection ARMOR CLASS: 5 of creatures of just this sort, including MOVE: 13” some normal (non-magical) creatures — HIT DICE: 1+1 and some that are anything but normal.) % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-5 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Animal ALIGNMENT: Neutral SIZE: S (3’ tall) PSIONIC ABILITY: Nil X. P. VALUE: 20 + 2/hp This is a small dinosaur ancestor of the lower Triassic period, about the size of a small dog. It might be found in groups of 1-6. It will singly attack lone figures of small size, or a single medium-sized fig- ure if three or more of the creatures are present. The euparkeria is a carnivore. Compsognathus

FREQUENCY: Common NO. APPEARING: 1-12 ARMOR CLASS: 5 MOVE: 10” HIT DICE: 1-1 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-3 SPECIAL ATTACKS: Surprise on 1-3 SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Animal ALIGNMENT: Neutral SIZE: S (1½ feet tall) PSIONIC ABILITY: Nil X. P. VALUE: 5 + 1/hp This is a very small dinosaur of the Jurassic period. It might hunt in groups. Its small size allows it to hide, even in packs, and surprise small animals or even humans, humanoids or demi- humans. Attacks at night might occur on sleeping victims.

54 OCTOBER 1982 Miniature Type HD #A D/A XP Ape, gorilla¹ 1 3 1/1/1-2 10+1/hp Ape, carniv.2 1+2 3 1/1/1-3 30+2/hp animals Baboon ¼ 1 1 5+1/hp Badger ¼+1 1 1-2 7+1/hp 3 FREQUENCY: Very rare Bear, black 1-1 3 1/1/1-2 12+1/hp Bear, brown4 1+3 3 1-2(x3) 28+2/hp NO. APPEARING: Same as for normal- 4 sized animal of type, but 50% chance Bear, cave 2+2 3 1-20(2)/ 50+3/hp of twice the number diced 1-3 ARMOR CLASS: Two places higher Boar, wild 1-1 1 1-4 10+1/hp (worse) than for normal-sized Boar, warthog 1-1 2 1-2/1-2 10+1/hp animal of same type Buffalo 1+2 2 1-2/1-2 20+2/hp Bull 1 2 1-2/1-2 10+1/hp MOVE: As for normal size, multiplied by Camel, wild 1-1 1 1 2/3 (round up) 10+1/hp Dog, war ½+1 1 1-2 7+1/hp HIT DICE: See below; roughly ¼ of Dog, wild ¼ 1 1 5+1/hp normal size Elephant, 2+4 5 1-4(x2)/ 90+3/hp % IN LAIR: As normal size, plus 10% Asian 1-3/1-2(x2) TREASURE TYPE: In lair only; 40% Elephant, 2+6 5 2-5 (x2)/ 125+ chance for type J, K, L, M, or N, plus African 1-4/1-3(x2) 3/hp 5% chance for magic; see below Hippopotamus 2 1 1-4 or 20+2/hp NO. OF ATTACKS: As normal size, or 3-6 fewer; see below Horse, wild ½+1 1 1 5+1/hp DAMAGE/ATTACK: Not more than 3-6 Hyena 1-1 1 1-2 10+1/hp points of damage from any single Jaguar5 1 3 1/1/1-2 45+2/hp form; see below Leopard5 1 3 1/1/1-2 45+2/hp 6 SPECIAL ATTACKS: Surprise more Lion 1+3 3 1/1/1-3 65+2/hp 5 likely for carnivores; i.e., 1 less likely Lion, mtn. 1-1 3 1/1/1-2 25+2/hp 7 to surprise on d6 than normal size Lynx ¼ 1 1 5+1/hp SPECIAL DEFENSES: More difficult Mammoth 3+4 5 3-6(x2)/ 125+ than normal size to be surprised, by 2-5/1-3 (x2) 4/hp 8 one point on d6 Rhinoceros 2+1 1 1-2 or 90+3/hp MAGIC RESISTANCE: +2 to saving 1-4 throw versus all attack forms, Stag 1-1 1 1-2 7+1/hp figured on its hit dice; same saving 6 (2) (1/1) throw as normal size animal of same Tiger 2+1 3 1-2 (x2)/ 50+3/hp type vs. poison or death magic 1-3 INTELLIGENCE: Animal to semi- Wolf ½ 1 1-2 5+1/hp ALIGNMENT: Neutral with chaotic tendencies Notes: SIZE: Half of normal size, 1/8 of weight 1 — no rending (of normal-sized type) are the usual 2 — rending for 1-2 proportion changes 3 — no hug PSIONIC ABILITY: Nil 4 — brown bear hugs for 1-3, X. P. VALUE: See below cave bear for 2-5 5 — surprise only on 1; All miniature animals are small mam- rear claws 1/1 mals. They were created via spells sim- 6 — surprise only on 1; ilar to those that were so successful in rear claws 1-20-2 creating giant reptiles, insects, amphibi- 7 — surprise on 1-5 ans and the like. In a locale where minia- 8 — charge for 2-4 or 2-8 ture animals exist, usually an isolated Miniature animals are at least as ag- valley, small island or peninsula, they are No humans, humanoids or demihu- gressive as their counterpart full-sized 80% likely to be the only type of mammal mans can be miniature animals. Those animals, and carnivores are more so. in the area. They never exist where large animals listed in the books as giants of They respect larger opponents and will carnivores do, since they would be wiped their type rarely (if ever) become minia- usually only attack against small prey or out too quickly. Miniature animals (mam- tures and are thus also not included. when they have superior numbers. Natu- mals) conform to their larger cousins in Being small, they are more likely to rally, they will fight if cornered. Minia- most respects, but they group/herd to- surprise and less likely to be surprised. ture animals will not be familiars in any gether more often. They are also more Their attacks never exceed 3-6 points of case. They gain a saving throw of +4 vs. aggressive and have a pronounced chao- damage from any single form, with spe- any spell that would charm them, includ- tic tendency. Thus, any type of miniature cial attacks being lost in most cases. ing the druid spell animal friendship. animal located is 50% likely to be in a Since they are the products of magic, Miniature animals are often found in greater frequency than are found for the miniature animals are +2 on all saving association with pixies, dryads, and lep- full-sized animal as given in the Monster throws but gain the saving throw of the rechauns (30% likely if the pixie, et. al. is Manual or the FIEND FOLIO™ book. full-sized mammal versus death magic in a truly isolated locale). Their smaller size harms their armor and poison attacks. If magic is thrown at Miniature animals may have treasure class by two levels and causes them to a miniature animal, its experience point in their lairs or nearby when a kill is lo- be slowed by a factor of 1/3 (but rounded value goes up +20 for a creature of less cated. Magic found will usually be a up in their favor in all cases). Their hit than 1 hit die, +40 for 1 to 1+4 hit dice, +60 shield, armor, or weapon, though other dice can be as low as 1/4 and as high as for 2 to 2+4 hit dice, and +80 for 3 to 3+4 items are possible. It would be unlikely 3+4. hit dice. to find items valued at over 5,000 g.p.

D RAGON 55 Vulture

FREQUENCY: Common It will pick at open wounds, making them NO. APPEARING: 4-16 bleed at twice the normal rate, and its ARMOR CLASS: 6 damage per attack of 1-4 is increased by MOVE: 3”//15” the amount bleeding is increased. Vul- HIT DICE: 1+1 tures are not aggressive and can be % IN LAIR: 20% beaten off with any successful “to hit” TREASURE TYPE: In lair only; 30% roll, also causing others in the flock to chance for J, K, L, M, or N move off for a period of time. They, will NO. OF ATTACKS: 1 however, attack downed victims while DAMAGE/ATTACK: 1-4 melees are going on around them, and in SPECIAL ATTACKS: Nil so doing they can cause a figure to die SPECIAL DEFENSES: Nil who is lying unconscious, is asleep or MAGIC RESISTANCE: Standard held. (Sleeping and held victims must be INTELLIGENCE: Animal bleeding to be attacked.) ALIGNMENT: Neutral SIZE: M Vultures generally appear in 2-7 melee PSIONIC ABILITY: Nil rounds after melee begins. They will cir- X. P. VALUE: 20 + 2/hp cle for a period of 1-4 rounds, seeking fallen victims, and then they will swoop This scavenger is found in scrub lands in to investigate and to pick at the re- and in areas bordering on deserts. It is mains. Those who are unconscious are attracted to the smell of blood, which it hit automatically; those being slept will can detect at a distance of two miles. It awaken on the next round; and those will not attack unless a figure is down or being held can be eaten alive if the hold if he or she appears nearly unconscious. is not removed in some way.

Carnivorous flying squirrel

FREQUENCY: Uncommon PSIONIC ABILITY: Nil NO. APPEARING: 3-18 X. P. VALUE: 10 + 1/hp ARMOR CLASS: 7 Flying squirrels “fly” by the use of MOVE: 9”/15” loose folds of skin on the inside of their HIT DICE: 1-1 fore and rear legs. They can only glide, in % IN LAIR: 40% fact, and cannot gain altitude once they TREASURE TYPE: In lair only; 20% have jumped. Their range is five feet for chance for type C, minus coins; every foot of height they jump from (usu- see below ally a tree). When flying to the attack, if NO. OF ATTACKS: 1 surprise is achieved, they make their DAMAGE/ATTACK: 1-3 initial attack as monsters of 2 hit dice. SPECIAL ATTACKS: “Flying,” thus They only attack when they have two-to- gaining surprise on 1-4 on d6 one or better odds. In their lair (a treetop SPECIAL DEFENSES: Nil nest) can be found gems, jewelry, and MAGIC RESISTANCE: Standard other small items that are bright and INTELLIGENCE: Animal shiny. They would never have treasure ALIGNMENT: Neutral consisting of armor, shields, most wea- SIZE: S (1’ long) pons, potions, or scrolls.

56 OCTOBER 1982 Hawk / falcon Animal FREQUENCY: Uncommon skeletons NO. APPEARING: 1 or 2 ARMOR CLASS: 5 FREQUENCY: Very rare MOVE: 9”/18” NO. APPEARING: 2-20 HIT DICE: 2+4 ARMOR CLASS: 8 % IN LAIR: 55% MOVE: 6” TREASURE TYPE: In lair only; any HIT DICE: 1-1 small, bright item(s) % IN LAIR: 85% NO. OF ATTACKS: 3 TREASURE TYPE: Nil DAMAGE/ATTACK: 1-3/1-3/1-4 NO. OF ATTACKS: 1 SPECIAL ATTACKS: Blinding, dive DAMAGE/ATTACK: 1-4 SPECIAL DEFENSES: Surprised only on SPECIAL ATTACKS: Nil a 1 on d10 SPECIAL DEFENSES: Immune to sleep, MAGIC RESISTANCE: Standard charm, hold, cold, death magic; INTELLIGENCE: Semi- half damage from edged weapons ALIGNMENT: Neutral MAGIC RESISTANCE: Standard SIZE: S (1½ feet tall) INTELLIGENCE: Non- PSIONIC ABILITY: Nil ALIGNMENT: Neutral X. P. VALUE: 105 + 3/hp SIZE: S to M Hawks and falcons are exceptionally PSIONIC ABILITY: Nil dangerous opponents. They can fly in to X. P. VALUE: 10 + 1/hp attack at blinding speed and are likely Animal skeletons are created from (1-4 on d6) to surprise when they dive to small vertebrates via the spell animate the attack. Trained birds will go for the dead, which produces 1 skeleton per eyes of a victim. If they score a beak level of the casting cleric or magic-user. attack on a victim who does not have eye These undead can be turned as a regular protection, the victim is 25% likely to lose skeleton but at +1 in the cleric’s favor, the use of the eye. Hawks and falcons using d6 + 6 to determine the number generally will not attack medium-sized (7-12) turned or destroyed. The animals opponents unless it is a trained bird. Half- never have any special attack forms they lings, gnomes and kobolds fear them may have had in life. Animals smaller since these small humanoids are some- than squirrels or larger than hyenas times the target of a mated pair. cannot become animated skeletons.

D RAGON 57 UP ON A SOAPBOX

Individuals do make a difference by Paul Montgomery Crabaugh steam engine. If that person falls under a cupying army. The Revolution merely rock, someone else will do it. confirmed, for the world to see, that the It is popular to denigrate the role of the There’s a considerable amount of truth change had occurred. individual in history and in current to this notion. Take the American Revo- Similarly, steam engines really were events. Over and over, in news and opin- lution. The key change in the colonies inevitable at the time they were invented. ions and lectures, one can hear the re- during that period was not that a bunch They were so easy to imagine and con- frain that history is an inexorable tide, of smugglers and amateur terrorists de- struct that any one of dozens or hundreds sweeping over individual attainments. cided to stir up a revolution. The impor- of people could have invented the steam The name of the game is socio-eco- tant change had occurred years earlier, engine with no help from the others. nomic forces. Political and social lead- very subtly, as Englishmen living in It’s the sizable kernel of truth in this ers merely ride the tide of events; wars America began to think of themselves as line of thinking that leads to much criti- merely confirm changes that have al- Americans living in America. It was this cism of heroic literature, in both fantasy ready occurred; great inventors were change in the way people thought that and science fiction genres, and a lot of simply present at “steam engine time”— made it impossible for England to hold that criticism spills over into heroic the idea being that if technology has the colonies, because it changed the games. reached the state where a steam engine Crown from a heavy-handed but legal After all, if one buys the view that indi- is possible, then someone will invent a government to a bitterly resented oc- vidual people don’t count for much, how much credence can one lend to fiction — or games, which stress individual at- tainment over all else? I don’t propose to touch the other side of the coin, which is to question how such a person can support a society which places the rights of the individual above all. I’m not writing a book, yet. Let’s confine the discussion to the validi- ty of the notion that individuals have only a slight influence on the flow of history. Let’s have a look at three figures in fairly recent history, individuals and in- dividualists all, associated with major events, and see to what extent their ac- complishments could have been rele- gated to someone else. For a good spread, we’ll use one political leader, one scientist and one military leader. There was no law of nature that re- quired that Abraham Lincoln win the election of 1860. He could have still been a depressed lawyer. A relatively uncom- promising idealist, he could easily have found it impossible to get serious atten- tion. One could easily see another figure taking his place at the front of the major political and social upheaval that was in- exorably taking place, with or without Lincoln. Regardless of who was (or was about to be) in the White House, slavery was about to take the final plunge, the problem of states’ rights was about to get polished off, and the political power of the South was about to die. On the other hand, a different, less

58 OCTOBER 1982 controversial leader might not have er, a general in the Second World War some kind of military Andromeda Strain touched off the flare of fury that Abra- — George S. Patton. Here, surely, is the across the length of France, regardless ham Lincoln’s election ignited in the sort of person whose influence on the of the best efforts of the high commands South. Secession might have been de- course of history is slight. A general, not of both sides to stop him. layed, or aborted altogether in favor of a especially high in the chain of command, Would the Allies have lost the war protracted battle in Congress. Even if a classic individualist, lacking any politi- under different circumstances than Pat- secession were to occur, things might cal influence or ambition, whose mo- ton provided? Of course not. But they have been greatly changed. A leader ment of glory was a fight whose eventual would have been delayed — perhaps a lacking Lincoln’s self-confidence and outcome was virtually foreordained — month, perhaps two. And with one or two his flair for psychological warfare might once the United States entered the war, months of additional campaigning on well have rushed into the Civil War, we can see, in retrospect, that there was the Eastern Front, the Russians would dragging a divided and weakened North no reasonable doubt about the outcome have marched much further into Ger- with him. It took lots of nerve to sit and of the war. The Axis was out of its league. many than they did in real life. And, after wait, knowing that the South would have Certainly Patton could have been the war, they showed little inclination to to strike, have to reduce Fort Sumter, erased from history easily enough. He give up occupied territory. Can you im- and thus provide the same unifying event was an old man when the war broke out. agine the consequences of having the that Pearl Harbor did a century later. He was a walking stress condition. He border between the Warsaw Pact and Under different circumstances, the war took inordinate risks. Any number of NATO lie along the Rhine River? France might have dragged on for more years, things might have slain him or sent him would not have been able to afford the might have come to a negotiated settle- back to the States, perhaps in 1942 or luxury of toying with NATO — it would ment, or might have been even more bit- 1943. have been that nation’s neck on the ter and destructive than the one we So he might not have been available chopping block, not West Germany’s. knew. We might still be feeling the rever- for Operation Cobra, the breakout from The whole character of post-war politics berations of such a war. the Normandy bridgehead. Could another for four decades would have been al- What about Albert Einstein? A classic general have filled his shoes? Not really. tered. That’s quite a bit of influence for a steam-engine case. The problems he Other generals would have risen to fame, single man. solved had been kicking around physics would have made their mark, but nothing for years; they would have been solved on earth could have made, say, the quiet, So the next time someone criticizes by someone, sooner or later. All Einstein careful, enormously competent but con- the realism of the dominant characters in did was make it sooner rather than later. ventional Hodges into the go-for-broke the heroic fantasy literature so near and But timing can be important. If Ein- human tornado that was Patton. dear to our hearts, or the heroic fantasy stein had remained a patent clerk in Hodges, for example, would almost games that are perhaps even nearer and Switzerland, how long might those prob- certainly have carried out his orders in dearer, ask them to have a look at histo- lems have remained unsolved? They Cobra and subdued the Brittany penin- ry. Much of what we are today has been weren’t easy; it took genius to see the sula. He would never have dreamed of shaped by individuals who didn’t believe solutions, and genius is difficult to pre- going berserk, smashing his way like in their own ineffectiveness. dict or produce. The Michaelson-Morley experiment had been bothering people for two decades; it might well have been two decades more before someone else came up with Special Relativity to put a final solution on it. That extra delay could have slowed down nuclear and subnuclear research by years. The was first split in 1939 — the year the Second World War broke out. Suppose the atom-splitting hadn’t happened in 1939 and wasn’t destined to happen until 1949. Nobody would have wasted any great amount of war effort on anything so science-fictiony as an atom- ic bomb, and they wouldn’t have gotten a bomb in time to affect the outcome of the war anyway. The most obvious result would have been the invasion of Japan: Operation Olympic and Operation Co- ronet. After a protracted and bloody campaign to finally put down Japan, how far could MacArthur have gone in picking Japan up after the war, getting it going, installing a workable government? How far would either country have al- lowed him to go? It seems doubtful that Japan would ever have become the powerful, peaceful ally of the United States that it is now. The consequences of such a sequence of history would be great indeed; Japan’s importance in the politics of the Pacific Ocean can scarce- ly be overstated. The last, and certainly most ephemer- al, figure we’ll consider is a military lead-

D RAGON 59 60 OCTOBER 1982 D RAGON 61 62 OCTOBER 1982 The Dragon Publishing 1982 Module Design Competition Dragon Publishing is looking for a few good modules. If you are the more strict, than for previous contests. If you intend to enter, be sure proud creator of an adventure or scenario for any of TSR Hobbies’ your entry is composed and submitted in accordance with all the role-playing game systems, and you think your work compares favora- regulations spelled out in the following text. An author’s failure to bly with modules previously published in DRAGON™ Magazine, we comply with all the rules will almost certainly result in the automatic invite you to enter your manuscript and maps in the Dragon Publishing disqualification of that entry. 1982 Module Design Competition. Contest entries will be accepted for any of the categories listed This contest is much larger in scope than the design contests we’ve below. Each contestant may enter different modules in two categories, held in the past. Many of the rules are different, and some of them are but not in three or more.

adventure or scenario can be of any general type — indoor, outdoor, The categories urban, rural, or a combination of environments. A-1: A “dungeon” adventure designed for from 4 (minimum) to 8 D-1: The same as category A-1, except the dungeon adventure (maximum) ADVANCED DUNGEONS & DRAGONS® characters of should be designed for 4-8 DUNGEONS & DRAGONS® characters of levels 1-3. The “dungeon” should be a self-contained adventuring en- levels 1-3, and should be constructed in accordance with the D&D® vironment consisting of a number of interconnected encounter areas. Basic Rulebook. The total area (in scale) of the rooms, chambers, corridors, and other D-2: The same as category A-2, except the dungeon should be for 4-8 features of the “dungeon,” plus the spaces separating those elements, D&D characters of levels 4-14, and should be designed in accordance cannot exceed 60,000 square feet on any one level of the dungeon, and with the D&D Basic and Expert Rulebooks. there can be no more than 120,000 sq. ft. in the entire adventuring area. D-3: The same as category A-4, except the wilderness module should The design can include as many levels or sub-sections as desired, as be for 4-8 D&D characters of levels 4-14, and should be designed in long as the overall space limitation is met. The “dungeon” can be accordance with the D&D Basic and Expert rules. subterranean (as with an actual dungeon), above ground (a castle or D-4: An “all others” category for D&D modules that do not belong in fort), or a combination of both environments. Dungeon modules in one of the other three categories. Included in this category, for in- other categories must also meet these requirements. stance, would be wilderness adventures for characters of levels 1-3, A-2: A dungeon for 4-8 AD&D™ characters of levels 4-7. and aquatic or underwater adventures for either levels 1-3 or 4-14. Any A-3: A dungeon for 4-8 AD&D characters of levels 8-11. D&D module using a set of D&D rules published previous to the Basic A-4: A “wilderness” adventure for 4-8 AD&D characters of levels 1-3. and Expert sets automatically falls into this category. In any case, the This is an adventure in which all, or virtually all, of the activity takes module must be playable by a party of 4-8 characters. place outdoors. The environment may include some artificial (non- natural) structures or enclosures, or natural phenomena such as caves, G-1: An adventure for 4-8 characters using the GAMMA WORLD™ which have to be entered to be investigated, but the total area of all such rules that takes place in a “dungeon” environment; that is, an enclosed enclosures cannot exceed 5,000 square feet (in scale). There is no limit or self-contained structure. on how much space the outdoor environment can occupy, but it should G-2: An “all others” category for GAMMA WORLD modules for 4-8 be apparent that a “wilderness” area measuring hundreds of miles on a characters that do not belong in category G-1. side would be impossible to describe fully within the maximum allow- able page count of an entry (see general rules). Wilderness modules in T-1: A mission for 4-8 TOP SECRET® characters, designed so that other categories must also meet these requirements. the primary objective of the mission is one that can be best carried out A-5: A wilderness adventure for 4-8 AD&D characters of levels 4-7. by a member or members of the Assassination Bureau. A-6: A wilderness adventure for 4-8 AD&D characters of levels 8-11. T-2: The same as category T-1, except that the primary objective of A-7: An aquatic or underwater adventure for 4-8 AD&D characters of the mission is related to the activities best performed by a member or either levels 1-3, levels 4-7, or levels 8-11. The adventure can begin on members of the Confiscation Bureau. dry land (presuming that characters will need to equip themselves and T-3: The same as category T-1, but designed to use the skills of one or prepare for a shipboard or underwater journey), but all of the adventur- more members of the Investigation Bureau in fulfilling the primary ing activity thereafter should take place on or in the water, or on a piece objective of the mission. of land (such as an island or peninsula) that can only be reached by T-4: A mission for 4-8 TOP SECRET characters that does not qualify traveling on or through an aquatic environment. for one of the other three categories. The primary objective of the A-8: An urban (town, village, or city) adventure for 4-8 AD&D charac- mission cannot be directly related to any of the objectives listed on the ters of levels 1-5. An urban adventure is one that takes place inside, or “Table of Missions” in the TOP SECRET rule book. For instance, agents (partially) in the immediate vicinity of the borders of a town, village, or could be imprisoned at the start of an adventure, and their “mission” city. could be to break out of prison without outside assistance. Since the A-9: An urban adventure for 4-8 AD&D characters of levels 6-10. objective of escaping imprisonment does not directly relate to any function listed on the “Table of Missions,” this module would be an B-1: An adventure or scenario for the BOOT HILL™ game. This acceptable entry for category T-4.

entry, but may serve as helpful information for an artist illustrating a General rules prize-winning module which is to be published. Accessory illustrations provided by a contestant will not be published unless they are of Be sure the module you intend to enter fits the qualifications for one professional quality. of the 20 categories. You must fill in your name and address, the title of Manuscripts must be typewritten on good-quality, 8½ x 11-inch white your work, and the category you are entering on the entry blank (see paper. Computer printouts are acceptable if the characters are clean the other side of this page), and also include that information on the and dark; if you’re not sure, get a new ribbon. Typewriting must be first page of the manuscript. As specified on the entry blank, all entries double-spaced or triple-spaced; a manuscript with no space between become the property of Dragon Publishing and cannot be returned. the lines cannot be edited and will not be judged. Photocopied manu- Every module consists of at least two elements: the text (manuscript), script pages are acceptable if the copies are, in the opinion of the and any maps or schematic diagrams that are needed to play the judges, legible and easy to read. adventure. A contest entry should include any diagrams or illustrations A manuscript must contain at least 5,000 words and no more than that are essential to the understanding of the text. Optionally, a contest 12,500 words. Pages should have a margin of at least one inch on all entry can also include accessory illustrations (artwork). The presence sides, and each page should contain no more than 250 words. At the or absence of accessory illustrations will not affect the judging of an (Continued on next page)

D RAGON 63 rate of 250 words per double-spaced page, a manuscript should have includes material from DRAGON™ magazine and any TSR™ module or from 20 to 50 pages. (If your word count per page is slightly less than game accessory, material from any other company’s product(s), and 250, the manuscript may contain slightly more than 50 pages and still fit new items and creatures devised by the author. the maximum-length requirement.) Exceptions to this “official” rule will be granted for minor additions A contest entry can contain as many maps, diagrams, and illustra- (not alterations) to a game system, to cover an aspect or function not tions as you feel are necessary, within the surface-area limitations (for addressed in the rules which is essential to the playability of the mod- maps) given under category A-1. Inaccurate or incomplete maps will ule. Minor additions to the rule system must be identified as such at the disqualify an entry. Maps need not be of reproducible quality (pub- places where they appear in the text, and must be mentioned (with lished maps will be redrawn by our staff), but should be original works page-number references) in a cover letter accompanying the entry. (not duplicates or photocopies). Black drawing ink, black felt-tip A manuscript will be judged, first and foremost, on originality, playa- markers, and black or blue ball-point ink are acceptable mediums; bility, and adherence to the rules for which it was designed. The techni- pencil, colored pencil or markers, and/or crayons are not. cal quality of a manuscript is also important — almost as much as the An entry must be derived directly and entirely from the official pub- main criteria of originality, playability, and “legality.” Manuscripts lished rules for the game for which it is designed. For the AD&D game, which contain several examples of misspelling, improper word usage this includes the Dungeon Masters Guide, Players Handbook, Monster and sentence structure, and inaccuracy or incompleteness in descrip- Manual, and FIEND FOLIO™ Tome. For the D&D game, this includes tive passages will not be judged as favorably as entries that do not the DUNGEONS & DRAGONS game Basic rulebook and/or the D&D exhibit those qualities. game Expert rulebook, or (for an entry in category D-4) an older edition Contest entries must be postmarked or otherwise registered for send- of the D&D rules, such as the Collector’s Edition. For the BOOT HILL, ing by Dec. 30, 1982. We’ll notify you of our receipt of an entry if a GAMMA WORLD, and TOP SECRET games, any rulebook from any self-addressed card with return postage is included in the parcel with edition of the boxed game is acceptable. Monsters, character types, the entry. Contest entries or questions about these rules should be magic items, spells, technological items, weapons, and other beings or addressed to the Dragon Publishing Module Design Competition, P.O. things not mentioned in the rulebooks are prohibited. This prohibition Box 110, Lake Geneva WI 53147.

third-place entries in any category for which cash prizes are not given, Prizes and also to third-place entries in categories for which first-place and second-place cash prizes are given. The first-place merchandise prize Cash prizes will be awarded in every category for which at least five is a two-year (24 issues) subscription to DRAGON magazine, plus a entries are received, as long as the first-place module is judged to be of complimentary copy of every non-periodical publication (such as fu- publishable quality. The first-place cash prize in each eligible category ture BEST OF DRAGON™ collections and the annual Dragon Publish- will be at least $200 and no more than $400, and will vary according to ing fantasy art calendar) released during the one-year period following the number and overall quality of entries received for that category. A the declaration of winning entries. The second-place merchandise second-place cash prize amounting to one-half of the first-place cash prize is a one-year (12 issues) subscription to DRAGON magazine, plus prize will be awarded to the runnerup in any category in which the a free copy of other products as for the first-place prize. The third-place first-place entry qualifies for a cash prize, whether or not the second- merchandise prize is a one-year subscription to DRAGON magazine. place entry is judged to be of publishable quality. All prize-winning contestants will receive a certificate of achievement Merchandise prizes will be awarded to first-place, second-place, and to commemorate the occasion.

64 OCTOBER 1982 D RAGON 65 66 OCTOBER 1982 Reviewed by Chris Henderson Sucharitkul has created a future uni- verse in which god-like aliens calling THE COMING OF THE HORSECLANS themselves the Selespridar have cut Robert Adams humanity off from the and the other Signet Books $2.50 0-451-11652-250 races who inhabit other worlds — for our own good. Trapped within this blockade, THE IRON DREAM going ever crazier from confinement, the Norman Spinrad human race cavorts throughout its little Timescape $2.95 0-671-44212-0-295 piece of the , with the craziest of all coming to rest in Mallworld. A pair of noteworthy reprints have Somtow paints a picture of an interest- been recently issued. The Coming of the ingly deranged future, one which is Horseclans is the original novel in Ro- humorous — and frightening, because bert Adams’ now-famous Horseclans of its believability. Mallworld is more series. Now in an expanded version, the than a collection of stories; it is the un- book is newly available to anyone who folding of a central theme — one of a missed it when it first came out seven doomed humanity playing at working years ago. There seems no need to go on toward the future rather than actually do- at great length; like all of the other novels ing it. Everyone knows the Selespridar in this series, The Coming of the Horse- are waiting for humankind to prove its clans is an excellent fantasy tale, setting worthiness, and everyone wants that the stage well for the seven novels which worthiness to be proved, but hardly follow it in sequence. anybody feels as if any of the responsi- If you’ve never read any of the Horse- bility is theirs. clan books, this is a good place to start. Biting and stinging, and very dryly All eight books of the series are now in funny, Mallworld is a great idea, and a print, available from the publisher, if not world in which Adolf Hitler emigrated to great collection. at your local bookstore. the United States in 1919 to become a The second “not-to-be-missed-the-sec- science-fiction writer. The novel has a ond-time” reprint is Norman Spinrad’s foreword telling the audience of Hitler’s The Iron Dream, a book which has been life in America, an afterword which ex- talked about since it first came to public plains Hitler’s popularity and literary attention. In fact, it has been banned in credentials, and even a list of other titles Germany, and some people feel it should by Hitler still in print. be banned in other places as well. The Iron Dream is, at the least, an in- The Iron Dream is Spinrad’s title for a triguing experiment. At its best, howev- bizarre setting: he creates in this book a er, it is a powerful warning of how cha- risma, strength, and a sense of purpose can mask what may lie beneath them. There are those who feel that present- day America is beginning to resemble postwar Germany in many ways; for them, Spinrad’s warning is even more appropriate now than it was when this book was first printed.

MALLWORLD Somtow Sucharitkul Starblaze $4.95 0-89865-161-1

A few years back, an odd set of stories began to be talked about amongst the science fiction community. The stories centered around a monstrous, moon- sized cylinder floating in space — the THE EARTH SHAKER largest shopping center in the solar sys- Lin Carter tem. Mallworld is a collection of these Doubleday $10.95 0-385-12477-5 stories, presented along with one related tale that’s never before been printed. On Lin Carter isn’t seen in hardback edi- the surface the stories seem light-heart- tions enough these days, and so it is ed, but Sucharitkul manages to inject good to see his latest Prince Zarkon some barbs at the insanities and inani- book coming out in such form. If you ties of our present-day cultural thinking. love the pulps of the ’30s and ’40s, this is

D RAGON 67 love of the old TV show, is the familiarity inventive science-fiction land weapon of it all. Dialogue leaps from the page to ever put before the reading public. Be- one’s ear, giving this type of story the sides its entertainment value, Bolo will same power as any long-running, suc- hold extra interest for any gamers who cessful video series. That phenomenon, adventure in the future instead of the coupled with the fact that the second past, or who like to mix aspects of differ- Star Trek film (and thus the novel, by ent genres and time periods. The con- association) is much better than the first frontation between a powerful wizard one, gives The Wrath of Khan a lot of and a Bolo could be most interesting. points in its favor. Be that as it may, though, even for folks who just want to sit back and relax with a good book, this group of stories presents some of Laumer’s best work, and it is good to see it back in print again.

ERASMUS MAGISTER Charles Sheffield Ace Books $2.50 0-441-21526-2-250

Charles Sheffield has been generally known in literary circles as a science- fiction writer. Thus, when he started his historical fantasy series based on the ca- reer of Erasmus Darwin (grandfather of the book for you. Carter’s creation, Charles), some people groaned, expect- Prince Zarkon and the Omega Men, is a ing the worst. Fortunately for the reading skillful parody of the Doc Savage stories; public, they were wrong — so wrong, as practically every person and every thing it turns out, that Ace Books has collected and every place that shows up in a Zar- all of these tales Sheffield has so far kon novel is from one pulp story or penned and issued them in one volume. another. In truth, the Zarkon books are Sheffield’s blending of real people, entertaining just as stories, but they are places, facts and events with his own much more fun as trivia teasers, urging brand of the unusual is brilliantly done. the audience to try to remember (or find He lays everything out for the reader as if out, if you never read pulps in the first presenting a history lesson — one that place) such things as who Margo Lane just happens to include the “true facts” was; who used to eat dinner in the Cobalt about such things as the Loch Ness Club; who stored cars and planes and monster, the wee folk, and a few other boats in the Hidalgo Trading Company’s COLLECTED FANTASIES oddities. Indeed, after a while, one be- warehouse; who that crippled newsboy Avram Davidson gins to accept some of the things he says was; et cetera, et cetera. Berkley Books $2.50 0-425-05081-5 as fact, not realizing they have stepped All of the Zarkon novels are great fun, into a “trap” — exactly as Sheffield had but The Earth Shaker may be the best BOLO planned. one yet. Keith Laumer Berkley Books $2.25 0-425-05617-1 DEATH STAR TREK/THE WRATH OF KHAN Two of the best new anthologies are Stuart David Schiff, editor Vonda N. McIntyre both from Berkley Books. Each of them Playboy $2.50 0-867-21107-5-250 Pocket Books $2.50 0-671-45610-5-250 is worth your time and money. The Davidson book is a wonderful col- The most interesting new collection Most of the time, movie novelizations lection of his usual light-hearted fanta- on the market, from the standpoint of are not worth even contemplating, let sies. Although some of the pieces within variety, is Death, compiled and edited by alone reading. If you plan to plunk down smack of science fiction, such as “Help, I the editor of Whispers, Stuart Schiff. He your hard-earned dollars to see the film, Am Dr. Morris Goldpepper,” wherein it knows the horror and fantasy field better chances are that reading the story after becomes the task of the American Den- than any other editor in the country, as watching it pass before your eyes some- tal Association to save the world from any issue of his own magazine will show. how won’t hold the same appeal. In most alien invaders, all of the stories collected The theme of Death is the diversity of cases, this assumption is shown to be here are pure fantasy, and a lot of fun in ways in which people can gasp their last. true. the bargain. The eighteen tales in the collection run But in the case of Star Trek: The Wrath Laumer’s Bolo is just as much fun, but through the entire spectrum of story- of Khan, this isn’t the case. The book not nearly so whimsical. The Bolos are telling, from Lord Dunsany’s black com- enhances the movie, explains in detail gigantic, computer-run, self-contained edy, “Two Bottles of Relish,” to the gut- many of the things only hinted at in the fighting tanks. Equipped with every wrenching horror of G. F. Eliot’s “The film, and fills in some gaps in the plot line weapon a desperate future society could Copper Bowl.” caused by the final editing of the cinema stock them with, the Dinochrome Bri- The book is populated with murderers, version. It is the best movie novel since gade (as the corps of Bolos is called) was no two alike. Here men, women, child- Mike McQuay’s Escape From New York; turned loose on the enemy with orders to ren, vampires, ghosts, psychotics, and a both books actually take the material at kill. The problems really started, howev- variety of others all come briefly to cen- hand and improve on it. er, when the war was over and people ter stage to administer their versions of Of course, one of the delights of any wanted to turn the machines off. suitable exits through the doors to the Star Trek novel, for those who have a The Bolos are quite possibly the most beyond.

68 OCTOBER 1982 good reading for those of a narrow reli- gious background that can tolerate no questioning. Black Easter and The Day After Judgement are for a more special- ized audience: one which can look at truth — or one author’s version of what truth might be — and be entertained, not frightened.

MERCHANTER’S LUCK C.J. Cherryh DAW Books $2.95 0-87997-745-0

Some people don’t know how to write a bad book. One of the best novels to come from Ms. Cherryh in the past sev- eral years was Downbelow Station, her last new book before this tale. Now, go- ing back to the places and a few of the people from that story, she has woven another spell-binder, as hard to set down as its predecessor was. For the most part, the cast is new. The story picks up only shortly after the events of Downbelow Station. The first local military; plus the rest of the cast BLACK EASTER (0-380-59568-0-250) of the protagonists we meet is Sandor, and their interference make this a differ- THE DAY AFTER JUDGEMENT the owner and entire crew of a 200-year- ent kind of love story. (0-380-59527-3-250) old wreck of a starship, who cheats a Merchanter’s Luck is one of the most James Blish living out of the Union planets with false suspenseful pieces by Cherryh yet. Her Avon Books $2.50 each papers and names. Sandor meets, and characters, as they fail to do the things instantly desires, Allison Reilly. She we expect them to (acting more like Although these books are presented wants him for an evening of fun, but he normal human beings instead), drive the as two different novels, Black Easter is wants her to be his crew. She is a reader to absorb the book faster and fas- so closely tied to its sequel, The Day member of a proud family, the owners of ter to see how it will all end. After Judgement, that it is hard to under- the Dublin Again, a powerful trading stand how anyone could — or would starship. It is insane for Sandor to think want to — read one without the other. she would give up a junior post on the In Black Easter, multimillionaire in- Dublin to work on his ship — and yet, dustrialist James Baines realizes he has with so many officers ahead of her, she become bored with tricking the world knows that the chances of her ever pilot- into war. He wants to see something ing the Dublin are slim, while on San- new. For a man who has flirted with un- dor’s Lucy she would be only one step leashing World War III just for the fun of away from the captain’s chair. . . it, not just anything will do; and sure As usual in Cherryh’s books, the mo- enough, something turns up. Baines tives of every character are mixed with, discovers Theron Ware, a satanic wizard and complicated by, their different hu- who can give him a treat even his jaded man natures. Allison and Sandor are not senses can appreciate. Baines hires the typical literary lovers. Many things Ware to unleash all the demons of Hell intrude on their lives, such as Allison’s on the face of the world, for just one Dubliner pride; the recent war; Sandor’s evening. years of solitude and thieving and mis- Things do not work out the way the trust; her family, and his lack of one; the two expect, though, and the Earth is transformed into a site of unimaginable horror. Baines’ nuclear war comes about after all, plus a lot more, which Blish leaves to be dealt with in The Day After Judgement. The two books add up to one of the most interesting efforts of Blish’s long career. The story line treats magic se- riously, following the “true” strictures of the art. The reader gets the sense that if black magic really worked in this world, the way the wizard Ware plies his craft would work. Blish was careful in both his mechanical and magical technology, which makes his resulting novels all the more terrifying. These are not books for people who like only happy endings. Nor are these

D RAGON 69 Go it alone with Star Smuggler Reviewed by Tony Watson

Duke Springer, stellar adventurer and star smuggler, had just docked his Ante- lope class starship at the spaceport on the second planet of the Talitar system, and was considering his options. His sit- uation was not good. Recent trading ventures had not panned out as well as he had hoped; now he was four weeks behind in payments on his ship and had only narrowly escaped the repossession team on Uruskop. All his hopes lay in the starship’s cargo hold, in the form of smuggled dyla weed; with a little luck, he could unload the illegal drug at a sizable profit in one of the planet’s cities. After loading the crates on to a rented skimmer, he headed toward the nearest urban area — but instead of meeting a buyer, Duke found himself face to face with two purchase and use of various types of prisons, ruins, slums, and scientific sta- toughs demanding the crates and all of equipment and robots. All of these rules tions. The area type the player occupies his cash. Duke’s hand went to the handle are relatively simple, as befits a solitaire is cross-indexed with a die roll to deter- of his new tech five handgun. . . . game, but make a lot of sense. mine what paragraph of the rules the The above passage might sound like a The action in STAR SMUGGLER is set player is directed to. This could be an segment of a space opera, but it’s actual- in the Pavonis Sector, a region of space event paragraph, an opportunity to buy ly what occurred in a playing of Heri- containing ten inhabited systems. These or sell goods, or a reference to a second tage’s new game, STAR SMUGGLER. worlds are connected by a pattern of table which offers opportunities espe- The resemblance to space opera is no jump lines, used for determining dis- cially for the planetary area in question. coincidence: STAR SMUGGLER is de- tance and movement routes. In a clever The event paragraphs are the key to signed in the spirit of science fiction ad- variation of the geomorphic map con- the adventure aspect of the game. The venture. With the player (it’s a solo game) cept, planets are represented by a set of combination of narrative, player options, assuming the role of Duke Springer, star twelve 4” x 3½” tiles; eleven of these are and die rolls to legislate the turn of smuggler and rogue-about-the-galaxy, half a planet each and the twelfth is an events serves to introduce the feel of the activity is perhaps best described as asteroid field. To form a planet, two spe- role-playing to this solitaire game. Much “Han Solo meets the pre-programmed cific tiles are butted together, so that the like other games in this genre, STAR adventure.” entire collection of tiles offers a wide SMUGGLER uses a sort of flow-chart STAR SMUGGLER is a member of the range of possible worlds. approach to administer events. The event Dwarfstar line of games from Heritage, On each of the tiles are from three to paragraphs introduce or expand upon a These are fast-playing and colorful SF five possible sites for contacts and ad- situation and then offer the player op- and fantasy games which each sell for ventures. A sector guide included in the tions for how to proceed. The selection $5.00. The STAR SMUGGLER game sys- rules gives a capsule description of the of an option, possibly coupled with a die tem uses a programmed format of event planet-generation system. The rules roll or the employment of the combat or paragraphs, dice rolls, and player deci- provided are not entirely believable or trade rules, determines the next para- sions to chart the course of the adven- consistent, but they certainly fulfill their graph in the sequence. The player weighs ture. Duke Springer is a struggling, prime function of providing settings for the options and makes his choice, which freedom-loving star pilot who has had to adventure. determines what paragraph he turns to. turn to some illegitimate activities to The play of the game is basically a Of course, combat is a likely occur- make ends meet. Duke’s main problem is combined function of time and events. rence, and STAR SMUGGLER has some meeting the payments on his Antelope Each game month consists of three ten- simplistic but adequate systems for en- class starship, his means of livelihood. day weeks, and each day contains ten gagements between individuals and be- His ultimate goal is to amass enough hours during which adventuring activi- tween starships. The fighting that occurs money to pay off the ship; to do so con- ties can take place. During each day, on a planet is heavily influenced by per- stitutes a victory in game terms — though, Duke and his retinue of hired employees sonal characteristics. Each character, as the designer states, “the process of and robots can engage in a number of including Duke, is rated for endurance playing the game is designed to be suffi- activities, each measured in hours it (the number of hits he/she can sustain), cient enjoyment unto itself.” takes to accomplish. The three most marksmanship (weapons skill from one The game’s rules are remarkably com- common activities are travel, contact, to six), and hand-to-hand combat (also plete, covering just about all the perti- and R&R (rest, recuperation, and repair). rated from one to six). The system used nent aspects of science fiction adven- Contact is by far the most important is necessarily abstract. The combatants ture. There is an extensive section on the activity, for it is only through contacts are either at dispersed range, for weapon starship and its operation. The ship also that lucrative deals and adventure op- fire, or in contact, for hand-to-hand. carries a ship’s boat, useful for short portunities spring up. The key element in To determine the outcome of a wea- jaunts on planetary surfaces. The star- this procedure is the entry and contact pon attack, the player adds the firing ship can get a bit expensive to operate, table. There are sixteen types of plane- character’s marksmanship to the tech adding to the impetus to pick up some tary areas, ranging from cities, space- rating of the his/her weapon and com- fast cash. Rules are also provided for the ports, and industrial areas to palaces, pares the number to a roll of two dice; if

70 OCTOBER 1982 the roll is less, the target is hit, with the the necessary information on starship often than they should. The rules for possibility of critical hits and immediate operation, combat, hiring crewmen and buying and selling goods could have disablement. other retinue, robots, buying and selling been tightened up a little, and the com- Hand-to-hand combat is handled sim- goods, procedures for encounters, and bat procedure makes it very easy for a ilarly, though in this case the ratings of equipment. The second booklet, also 48 superior hand-to-hand fighter to close the antagonists are compared, and there pages, lists all the events. These are truly with enemies, reducing the effectiveness is a chance to disarm the opposition. As a varied lot, ranging from the exploration of hand weapons. The game’s four play- one might expect, loss of all endurance of old ruins, attacks by odd life forms, ing pieces are printed on the inside flaps points means death. Healing of the aliens, or death squads, to encounters of the gamebox; if they are cut out and wounds of survivors can be done either with religious fanatics and unprincipled used (which is not entirely necessary), slowly (through the rest, recuperation planetary officials. For the most part the the box does not close right. and repair activity) or swiftly (in a medi- events are fully explained and offer a In the list of components given in the cal center). The combat rules are exten- number of interesting options. The game rulebook, a foldout sheet of charts and sive enough to cover escape, surprise should be good for quite a few sessions tables is mentioned — however, this and the utilization of vehicular weapons before becoming predictable or familiar sheet is not listed on the inventory of (getting smacked by a starship laser can to the player. equipment printed on the box, nor did be very nasty). Space combat is a varia- Overall, I’m very pleased with STAR my copy have such a sheet. Its omission tion of ranged combat, though the quali- SMUGGLER. It’s challenging, remarka- was a major mistake. ty of the ships and weapons involved is bly complete, and fills the need for a Despite these problems, on balance more important personal abilities. The programmed adventure in the science- STAR SMUGGLER is a fine game. It is combat rules in STAR SMUGGLER are a fiction vein. There are, however, a few just the thing for the player who has to good mixture of detail and playability. problems. The rules and events booklets play most of his games solitaire or Two booklets are the core of the game. are marred by some poor editing. Typos doesn’t have access to a referee-run SF The first is the 48-page rulebook, with all and jumbled paragraphs appear more role-playing game. An open letter to Rick Loomis Mr. Loomis: What steps were then taken to promote the that it is not for profit. We do not make money Because you did not have the courtesy to hobby of Adventure Gaming by this group? I by running these conventions, and you know send copies of your “editorial” attack upon defy you to name any which qualify! I heard it! Likewise, you did not have the honesty to TSR Hobbies, Inc., to the individuals you discussion by members about plans to “re- tell your readers that at a meeting of your named therein, this reply is late. However, view” games for retailers, promote Origins, group of small manufacturers I personally someone was kind enough to give me a copy and to exchange credit information. The cha- stated that TSR would be happy to discuss of your publication, Wargamer’s Information, os and inanity were enough to leave any pro- sharing Conventions with your Issue #39, May 9, 1982. Reading it was truly fessional businessman appalled. Of course, group. It would seem, however, that you all informative, but in a sense I believe you never TSR did not join! What sound reason could favored self-service and service to the found- intended, Mr. Loomis. Your second paragraph there be for joining a group styling them- ers of Origins over service to the hobbyist, for is noteworthy: “The purpose of this newslet- selves as “small,” with no useful objectives, that offer gained not the faintest glimmer of ter is to print reviews, gossip (italics mine), and tedious discussion of absolutely worth- interest. So GAMA busily attempts to pro- opinions, press releases, and inside informa- less topics? mote itself and Origins as useful to Adventure tion (italics mine) on the wargaming field.” If As to the magnanimity of and Gaming. Dozens of companies and one event. the publication were retitled as Wargamer’s SPI joining the group, I submit that there In good measure, you all busily attack TSR at Misinformation, and the term “propaganda” could have been reasons other than an altru- every opportunity. Meanwhile, TSR actually added to the second paragraph, the truth istic desire to assist small manufacturers. Had serves the gamers by sponsoring THREE would be better served. Now to your so-called not both AH and SPI already singly or in con- GEN CON Conventions and three regional editorial regarding SPI, TSR, GAMA, et al: junction run a number of Origins conven- conventions annually, and actively seeks to If you seriously believe that TSR would tions? Had their claim to sponsorship of “The assist with yet more such events. Say what spend hundreds of thousands of dollars mere- Only National Convention” resulted in their you will, the facts of the matter belie asser- ly to “go to any lengths to destroy GAMA”, event displacing the GEN CON® Conven- tions — whether from you or others of your ilk. you are, in my opinion, either irrational or tion? Could it be that they viewed the small You assert, Mr. Loomis, that a TSR repre- suffering from paranoia. The acquisition of game manufacturers and their association as sentative left the GAMA meeting because he the assets of SPI was done without any weapons in a market struggle with TSR? couldn’t be convinced that Origins wasn’t the thought of GAMA — and more about that Could it possibly be that they intended them “private property of Avalon Hill”. Aside from group later. Obviously, TSR made a calculat- to be used as tools? Cats-paws? Consider the fact that AH did, in fact, name the event, ed decision to acquire valuable assets in re- that. Think about this too: Had AH and SPI and it stands for their purported founding of turn for its outlay of cash. The games and found it easy to run Origins? Did they discov- wargaming as a hobby through their board magazines thus acquired will enable TSR to er annual sponsorship of a convention of ma- games, and their name is most frequently as- compete more effectively in the Adventure jor size was a drain on manpower and cash? sociated with the event in advertisements and Gaming marketplace in general, and in mil- Given that, would the aid and assistance of elsewhere, there is no reason to suppose that itary simulation and science fiction gaming in numerous dupes be welcomed? Could it be they are gaining the “glory” without any of the particular. We do not view competition as sin- that the divestiture of a liability such as Ori- burden of true sponsorship of Origins, there ister but as part of the American system of gins was not so much co-operation as “getting is no reason to suppose that Origins isn’t real- free enterprise. If Flying Buffalo or other out from under”? As I have said before, in ly a GAMA (who?) convention. Of course not! members of your group regard it otherwise, print, TSR sponsors many conventions, and And would your firm be interested in buying a that, sir, is your problem. we do so as a service to gamers everywhere, nice bridge too?! In speaking of the formation of the GAMA, because from a financial standpoint, they are The hypocrisy of your statements regard- Mr. Loomis, you state that: “a few years ago a a loss! Perhaps the gentleman who runs AH ing GEN CON® East Convention and Origins, large number of the smaller game manufac- (Eric Dott, not Tom Shaw) doesn’t desire to Mr. Loomis, is absolutely monumental! It is turers. . . decided that they needed to form an lose money on conventions. It is possible that easy to envision a forthright look and croco- association. . .” How many so decided? Could even then SPI could not afford to. . . . dile tears of sympathy for poor, disabused a “large number” be a dozen or so? Is it true The family of GEN CON Conventions is gamers running down your cheeks as you that the original title of this group was the principally controlled by TSR Hobbies, Inc., wrote that canard. The facts of the matter are Small Game Manufacturers Association? Mr. Loomis, but you should know as well as I that TSR has always advocated the estab-

D RAGON 71 lishment and annual running of superior con- combined. Any resemblance between an or- Free Enterprise. ventions in various parts of the continent. ganization capable of handling such an un- Finally, Mr. Loomis, manufacturers need That is too well known to dwell on any further. dertaking and GAMA would be purely coin- not be a member of any association to exhibit Let us turn instead to the crux of the matter. It cidental, as I am certain Mr. Loomis is aware. at a GEN CON Convention. Any firm, GAMA is the assertion that GEN CON East Conven- Even if TSR gave its fullest support and co- members included, are free to do so — and tion was run against Origins as an attack upon operation to GAMA, the latter group would be welcome too! They are likewise urged to Origins and at disservice to gamers. Mr. Loom- hopelessly incapable of undertaking such a sponsor tournaments and award prizes. In is, pray tell us what of the instance not many convention. The analogy was baseless, and short, TSR makes every reasonable effort to years ago when Origins ran in the GEN CON the inference that TSR sought to form any- assure gamers that there will be everything Convention area? Better still, explain to the thing remotely resembling GAMA was false, they hoped for at a GEN CON Convention. audience how it is terrible for TSR to run GEN another red herring. Whether or not 90% of Gamers were well served prior to the Origins CON East on the East Coast when an Origins GAMA members joined a professional asso- device being invented by Avalon Hill. It is my event is slated for a later date but just fine for ciation of publishers and manufacturers of guess that they will be better served by future you and your cronies to plot an Origins in the games of all sorts would be a matter of no GEN CON Conventions, whether or not Ori- Midwest before GEN CON Convention in consequence to such an organization. Mr. gins continues or ceases. Origins comes into 1983? That explanation, if indeed one is Loomis, you jape and state: “the rest of us an area, milks it for a year, and then flits off to forthcoming, should be a classic case of (GAMA) should follow behind him (TSR), some other locale. Because our conception of double-think. Does GAMA serve the individu- happily picking up whatever crumbs he al- a convention is radically different, TSR does al gamer with its one-shot convention? Or lows us to have”. I ask you: Who leads the operate as if Origins “doesn’t exist.” We will does TSR, all alone as it always has been, do Adventure Gaming industry? Who publishes continue to do so as long as we perceive that more? The answer is obvious. The chest- cheap imitations of TSR games? Who does our methods better serve the gaming com- thumping of Origins, AH, and the rest of the spin-off and coat-tail products? How much of munity than do those of Origins. group trying to make Origins into something the industry relies on fantasy? Where would For your edification, sir, it also needs to be it has never been nor ever will be has elicited a the whole industry be if it wasn’t for TSR lead- pointed out that TSR acquired the valuable response from TSR, just as lies, propaganda, ing the way? Who, sir, is crumb-clutching services of Duke Seifried because that worthy and baseless assertions will. When the facts right now? There is, sir, no need to postulate is an experienced, knowledgeable, highly are clearly presented, truth will speak more some future situation. An examination of the professional executive. Whatever he may wish loudly than editorials and gossip columns. current market is ample demonstration indeed. to say regarding your claims about his views My dissatisfaction with the Hobby Industry The opinions of other manufacturers are as he will articulate personally. As for TSR, as its of America and desire for a game manufac- valid as their success. Acceptance of product President I can state that as we have a history turers association was clearly stated in a past reflects the segment of Adventure Game of success, unparalleled gamer acceptance, issue of GAMES MERCHANDISING. Inter- hobbyists who support the manufacturer of and the image of the leader of the industry, we ested parties should, in fact, read what is writ- that product. Thus, when it comes to matters most certainly do not have any desire to ten there. The expressed desire was for an which affect the general populace of Adven- change either our “ways” or our “image” — association of professional firms — Parker ture Gaming enthusiasts, TSR believes that except to improve them, of course. Which firm Brothers, Milton Bradley, Atari, Mattel, and public acceptance is indeed tied to the weight amongst the GAMA membership, Mr. Loomis, the like — to sponsor a trade and consumer of a vote. In like vein, the needs of other firms would you propose we pattern ourselves after show with the best aspects of the HIA trade are principally their own concern. Again, Mr. in order to improve? event and the Consumer Electronics Show Loomis, that principle is known as American E. Gary Gygax

72 O CTOBER 1982 at this last statement. “Mighty as you think yourself, “growled Friends in High Places another fighter, “you are not mightier than I.” The warrior’s eyes burned fierce- “The devil you are,” said the fur-clad A loud belch from another table inter- ly, and those near him could not help barbarian in disbelief, his mug of ale rupted the mage’s speech, and he turned noticing that he wore the scale mail of an clenched tightly in his fist. to glare at a brown-and-orange-clad orcish chieftain, though his face bore The elven legionnaire sitting across dwarf who now wiped his mouth on his signs of being both human and orcish in the dining table nodded impassively. “I shirt sleeve. “Humph!” he mumbled in a ancestry. “The shamans of my tribe de- am indeed. Were it not for the fact that deep bass voice. “You mortals aren’t the clared at birth that I would be mightier my mother was not married to the King, only ones here who have held the reins than any mere human, or—” (with a dark making my birth, ah, unrecognized, I of power, or have friends in high places. glance at the dwarf, which was returned would today be the Prince of the Grey Ten years ago I commanded five thou- with equal malevolence) “—other crea- Woods.” He paused to sip at his glass of sand warriors when Tharun IV, King of tures. I wield true power among my peo- pale wine. “I would venture to say,” he the Iron Axes, ruled from the mountains. ple, and fear spreads across the land at added in the quiet that surrounded their I served long and well, and if I chose to my name.” He began to speak louder table in the crowded tavern, “that no one do so, I would be allowed to return to because the laughter and giggling of the else present has such a background.” command again under Tharun V. Gen- woman in the corner was becoming His eyes lifted slightly to survey the other erals, not spell-players, have the real more audible. “I have fought thousands customers who had, until now, been power in this world.” The dwarf paused of duels, thousands of battles, slain content just to listen. to drain his stein of beer, and the conver- thousands in my time. Wise you would A grey-bearded man in sequined robes sation passed to the barbarian (who was be not to call yourself my equal or bet- sitting at the next table rose to the bait. growing red in the face with anger). ter!” With this, he held out his wooden “Quite an interesting tale, if you’ll par- “Generals be damned!” he bellowed, mug and crushed it to splinters in his fist. don my intrusion,” he said with a slight smacking the table soundly. “We ber- This demonstration seemed to impress smile. “But I am afraid you have wrongly serkers scorn rulers who sit behind their most of those near him, and they moved assessed your company. Humbly I pre- armies and point the way! I’ve led my away in respect — all except for a tall, sent my own case. I was personally tu- people on a hundred raids, and personal- broad-shouldered man in a green cloak tored by the Archmage of the City-State ly fought giants in the Galgar Valley and and chainmail armor, who looked on in of Knos herself, and was her steadfast slew them with my axe! I could call up boredom. “Be not so unwise yourself, companion for many years as well. I was hundreds of warriors who would follow flat-nose,” he said with a grin. “You are in once offered the position of astrologer to me anywhere, yea, and I could have my the presence of the greatest forester and the City Lord but was forced to turn it pick of any woman around . . .” He tracker in the Westlands. You couldn’t down for political reasons. Even today, paused to glare at a woman who sat in a hope to beat me if I was missing an arm however, I could get the ear of the City corner of the tavern, trying hard but and a leg. Fairly I can say that no one Lord if I —” without success to conceal her laughter here has seen the things I have, or fought

DRAGON 73 the monsters I’ve fought, which included aren’t fit to be here among men! Be off to mond in the pommel were revealed at not a few of your own kind . . . a trivial your stove and loom . . .” Suddenly the her side. Jewelry of untold value gleamed enough task, of course. And you would barbarian’s voice faded, and unaccount- from her throat and wrists. She was not be able to pull that scimitar you are ably he found his throat drying as the beautiful, her features flawless, and she reaching for out before I would have woman’s gaze burned into him. Without radiated power. It was obvious that she your hands off—” knowing it, he stepped back a pace. was accustomed to such confrontations, In a moment the half-orc and the “Fools,” said the woman under her and just as obvious that she had never ranger were on their feet, and the tavern breath, though her voice carried to every lost one of them. patrons cleared away from them. Then part of the dining room. “I fear none of “My husband is the Dungeon Master,” the sudden silence was broken incon- you, and none of you could cause me the she said. gruously by the sound of the woman’s least harm. I could strike you down with Like a bolt from above, terror struck chuckling. Everyone in the dining room ease if I wished, and I would not work up the room. Involuntarily, several men turned to look in her direction, the brew- a sweat doing it.” There was not the looked up at the rafters in fear. Eyes went ing fight forgotten for the time. The slightest trace of doubt in her voice as wide, and blood froze. woman was leaning against the wall for she spoke. “Only one who truly bore such a rela- support, arms wrapped around her mid- There was silence, and several men tionship,” whispered the elf, “could dle. “How marvelous!” she said aloud, shifted their positions uneasily. There speak of it without being destroyed.” her eyes sparkling. “Who would have was something about the woman . . . Hastily he cast some coins for his meal guessed that I would be here with such something no one could define, though on the table before him and fled for the awesome company in such a little tav- all were aware of it. door. Those around him took the hint ern! Favored sons all! And so modest!” Buoyed by those around him, and and decided it would be a good time to “Wench,” said the bearded wizard perhaps because he was the most self- get some fresh air, and they all packed heatedly, “You are in no place to be assured of the men present, the ranger the doorways and windows to capacity showing such a loose tongue. You might forced out a light chuckle and spread his for a minute or two. When the scramble make some formidable enemies. . . .” His hands in her direction. “And what pow- ended no one was left inside the tavern voice tapered off warningly, and many of ers have you, what connections that dining hall but the woman, who had the other men in the room nodded their would rival even the least of us here, watched the evacuation with considera- assent and glared at her, too. lady?” Even as he spoke, there was a ble amusement. This did not seem to shake the wom- feeling within him that he would not want Taking her seat again in the peace and an’s confidence at all. “That would be to hear the answer. quiet, the woman returned to her meal terrible,” she said with amusement. “Im- The woman got up from her seat and and signalled to the waiter for more agine me having to flee this place, with let her robe fall open, her smile now cool wine. so many pups snapping at my heels!” and certain. Polished adamantite chain- “You go too far!” cried the barbarian, mail flashed beams of blue-white light flushed and breathing heavily, hands across the room. A sheated sword with — by Roger E. Moore balling unconsciously into fists. “You arcane runes on the hilt and a giant dia- (dedicated to Georgia, of course)

74 OCTOBER 1982

76 OCTOBER 1982 DRAGON 77 78 OCTOBER 1982 D RAGON 79 80 OCTOBER 1982