SPECIAL ATTRACTION 45 The Sword of Justice — designed by Jon Mattson An adventure for D&D® game characters. OTHER FEATURES 6 Clerics live by other rules — E. The author of the AD&D® game shares his thoughts on how clerics and druids can be treated specially in a well-run campaign. 8 First, spread the faith — Paul Vernon Advice from a British author on how to put more into — and get more out of — the role-playing of cleric characters. 12 The more, the merrier — Bruce Barber A system for clerics who want to convert non-believers and get credit for doing so. 18 A better Open — it figures! Writer Kim Eastland and photographer Dan Sample team up to help us showcase the best painters in the 1984 GEN CON® Miniature Open. 22 Gods of the Suel pantheon — Lenard Lakofka Last of the series: Lydia, Bralm, and Jascar. 26 Let the horse buyer beware — Robert Harrison Different steeds for different needs. 29 The ecology of the ettin — Ed Greenwood Two heads may be better than one — but not that much better . . . . 34 Pages from the Mages III — Ed Greenwood More lore from Elminster on mysterious magical books of the Realms. 60 New heights(?) in silliness — Michael Dobson A review of TOON, the game that rewards ridiculousness. 62 Going up and getting wet — Paul M. Crabaugh Publisher DRAGONQUEST™ rules for climbing and swimming. Mike Cook 64 The Multi-dimensional Caper — Mark Acres Editor-in-Chief This month’s fiction: Everything is relative, including reality. Kim Mohan DEPARTMENTS Editorial staff Patrick Lucien Price 3 Letters 69 The ARES™ section 91 Wormy Roger Moore 4 The forum 86 Gamers’ Guide 93 Dragonmirth 21 Coming Attractions 88 Convention calendar 94 Snarfquest Graphics and production Roger Raupp 42 The Role of Books Subscriptions COVER Melody Knull “Bridge of Sorrows,” by Denis Beauvais, captures a classic battle at the height of Advertising Lee Hein its fury: Will the wizard’s spell stop the dragon, or will its flaming breath claim even more victims? Contributing editors Ed Greenwood Ken Rolston Katharine Kerr

This issue’s contributing artists Telling the future without a crystal ball Jeff Butler Roger Raupp We don’t plan ahead very often, or very far, when it, comes to deciding what goes in each Bob Maurus issue of DRAGON® Magazine. That’s why I got a funny feeling in my stomach the other John Gilmore day when the marketing department asked for a summary of the major features we were Marvel Bullpen planning for the next six months. Between my stammering, I was able to get across that I Jeff Easley do such a thing, as long as no one took the predictions seriously in other Dave Trampier could too — Joseph Pillsbury words, don’t expect ‘em all to come true. Denton Elliott Now that you’ve received the same disclaimer, I’ll use the rest of this space to tell you Richard Tomasic what I told the marketing people. Here’s what we’d like to do with the next few issues, if Larry Elmore (Turn to page 21)

2 DECEMBER 1984 nunciation? Also, where is the alternate Prime Material world called Midgard? Tim Hale Westland, Mich.

The correct spelling of the throne hall is the first usage on p. 37. As for pronunciation, you're on your own; we couldn’t find a phonetic spelling for the word in any of our references. The same goes for getting to Midgard — you'll have to find your own way. The usual plane- thing I do not understand: five of the bats have traveling methods should work for getting to an Equation damage infravision. It is a fact that bats are blind and that alternate Prime Material Plane as well as they they screech to find objects as their screech work from the Prime Material to another type of Dear Editor: bounces off the objects and they hear it. So if bats plane. -KM I have noticed that in “Scientific facts behind are blind, how can they have infravision? the system” (issue #88) three mistakes were Tim Evenson made. Two which appear to be typographical St. Louis, MO. Dear Dragon, errors can be found in equation #2 and a refer In the “Aesirhamar” module, you use Dwalin ence to this equation afterward. Equation #2 We never gave this “problem” a second as the name of Brokkir’s brother. I have never should read: thought when preparing Ed’s manuscript for known you to copy a name before, but Dwalin is publication. The bats he describes are obviously the name of a dwarf in the Tolkien trilogy, Lord not native to our real world, and as such they of the Rings. Why have you tarnished your could have attributes that normal bats don’t record? have. Maybe these bats aren't blind, but whether Brian E. Geppert Equation #8 has a more severe mistake. It Lacey, Wash. should read: they are or not makes very little difference in game terms. The important thing is that they are able to move around without bumping into The name Dwalin was chosen without our things; exactly how they accomplish this is not a awareness that it was used by J.R.R. Tolkien, The equation for finding the number of dice of critical issue. and the Dwalin of the adventure obviously has damage would then read as follows: We can take another approach: Maybe infra- nothing to do with Tolkien’s character. After vision isn't “vision” in the true sense of that checking with the people at Iron Crown Enter- word. Creatures with infravision have the ability prises, we ascertained that the name “Dwalin” to detect the location of living bodies or other the dwarf is considered the exclusive property of objects that give off heat. That doesn’t mean they Elan Merchandising, the company licensed to also must have the ability to see in what we know produce Tolkien's materials in game form. It is true that this has no significance when the as the visible spectrum. We thought we were being original in the initial velocity is zero. However, when it is Heck, what it comes down to is this: The bats choice of Dwalin for a name. We regret the greater than zero (as in the example of a giant have infravision because that’s the way they are. unintentional intrusion, and we hope it won't throwing a PC off a cliff) the error is evident. The Before you take it away from them for “logical” happen again. — RM example has a PC taking 17d6 + 1-2 [damage] reasons, ask yourself how “logical” it is for the when in reality he only takes 12d6 + 1-4. sinister to throw up a wall of force, and how it’s Dan Redder possible for the azmyth to know alignment. If you Otsego, Mich. eliminate everything about these creatures that isn't logical, you'll end up with a lot of boring We conveyed Dan's observation to Arn bats. - K M Ashleigh Parker, author of the article, and Arn readily agreed that his manuscript had an error in calculation — namely, the transition from equa- tion #7 to equation #8. It’s not legal to take the Plane answers square root of part of a compound expression, unless that part happens to be zero. Fortunately, Dear Dragon, the equation is correct as originally printed for In the article on the Plane of Gladsheim (issue any simple fall, where initial velocity is zero, and #90), it is stated that magical weapons and armor that covers the great majority of cases. How often are lowered by 2 of their “plusses.” The article does someone get tossed around by a giant, also says that weapons and items used by the anyway? Norse deities are multiplanar and are not subject Arn also pointed out a detail that Dan didn’t to this effect; however, no mention is made as to take into account. He calculated damage correctly if these items will increase in power on the Prime for a fall of 90 feet, but forgot to include the Material Plane. giant’s 12-foot height, as in example two from the If adventurers managed to return to the Prime article. Arn, using a distance of 102 feet instead Material Plane with a weapon or item used by the of 90, computed the damage as 13d6 + 1-3. Is this Norse deities (a very dangerous and probably a minor point? Well, maybe, but try to look at it suicidal venture to undertake indeed), would this from the thief’s point of view. item increase in its plusses? The error in equation #2 is relatively minor, Julian Rodriguez and should not hamper someone who under- Los Angeles, Calif. stands the concept. The line above the V means “average” — in this case, average velocity over No; immunity to this effect means just that. an interval of time z. See the intermediate equa- Multiplanar weapons have the same “numbers” tion between #2 and #3 for an example of the no matter what plane of existence they are taken correct use of this symbol. — KM to. —RM

Dear Dragon, Out of sight In issue #90 there seems to be a typographical error of some sort. On page 37, Odin’s throne Dear Dragon: hall is called Valaskialf. However, in the map of The article “Bats that do more than bite” by Gladsheim on p. 55, the name is written as Ed Greenwood was excellent, but there is one Valasrialf. What is the correct spelling and pro-

D RAGON 3 I am sure that I am not alone when I say that Katharine Kerr’s article about evil PCs (The forum, issue #89) left me both disturbed and contemplative. Her analysis truly frightened me into thinking that players who run evil characters have some serious emotional problems. I must say, however, that Ms. Kerr is not the only per- son to have done some studying in psychology. After a second reading of her letter I found myself in disagreement with her opinion. Although I have never played a “truly evil” character such as Katharine describes, I feel that she has over- player, preferring the roles of sturdy rangers and By acting out what you would do, in a role dramatized the situation a bit. Granted perhaps beneficial wizards. But saying that players who playing manner, in a hypothetical situation, you that a few of these people [who play evil charac- run evil characters are emotionally insecure, or can learn what you might do in real life under ters] may have slight emotional difficulties, but neurotic, may do more harm than anything else. similar circumstances. This is why the game is so the overwhelming majority are normal people Those who run evil PCs and find themselves intriguing. Just as adversity can bring people who may now feel like psychotics after reading being labeled “dark and nasty” may develop a closer together, role playing in a good construc- Ms. Kerr’s letter. negative attitude toward themselves. After a tive manner can let you see that which people There is a relatively simple explanation of why while this label may begin to hinder their emo- rarely get a chance to exhibit. Leadership ability, some people run evil characters in an adventure tional growth and they will think they are dark initiative, problem solving abilities, quick think- campaign. The fact is that an AD&D campaign and nasty because of another’s opinion. This is ing, imagination, humor, generosity, compassion, presents an easy way for a person to free his known as a self-fulfilling prophecy, in which and a whole range of other values can be tested feelings, be it anger or happiness. This to me another’s label upon someone else helps to govern and exhibited when the DM does his job. Role seems a rather safe way to deal with certain the labeled person’s actions. And this is much playing can bring out and strengthen your inner negative impulses, which is far better than letting more damaging than stabbing a paper NPC can values. As good should always triumph over evil, hostile emotions cause conflict in the real world. ever get. it is destructive to the players to allow them to After all, evil PCs are causing harm to paper Christopher R. Kopec succeed while playing evil characters. The excep- NPCs, not real human beings. Many therapists Ramsey, N. J. tion is if you have players of sufficient maturity tell their patients to beat up a pillow or punching and self awareness who are secure enough in their bag if they are angry at someone or something, * * * * own beliefs to realize that by playing an evil rather than the source of their anger. Likewise, character they, and the group, can learn how evil an AD&D campaign works as an excellent outlet The basic premise of the game is good winning works, how it thinks, how it can be dangerous, for a player’s emotions, whether the emotions are over evil and Katharine Kerr’s letter in #89 and apply this knowledge to improving their positive or negative. details the dangers involved when we stray from advantage when it comes to fighting evil, in the There is another important reason why some this attitude. I’m glad to see her taking time to game or in reality. Although I disapprove of evil people play evil characters. The fact is that doing think about the philosophy of the game instead of in games coming out on top, we must realize that socially unacceptable things has a forbidden being worried over minor inconsequential details. evil often wins in reality. appeal. The idea of “getting away with it” has a I feel that role playing games where players Evil characters bother my sense of propriety. I bigger appeal than the act itself. Thus, evil- develop an individual persona are quite different try to stress to the players that their characters be oriented characters get pleasure knowing they are from campaigns where entire armies are being basically good, even though they may have a few doing something socially prohibited and escaping controlled by one player; it’s almost comparable weaknesses or personality flaws of minor signifi- punishment. They realize that they can’t (and to the difference between intuition and logic. cance. As a DM, evil makes me uncomfortable wouldn’t want to) commit the same acts in the I am DM for a group of “oldies” but goodies. and I only feel I’m doing my job when the play- real world, so a fantasy setting provides an enjoy- We’re in it strictly for fun and socializing. I stress ers recognize evil and take steps to combat it. able substitute. storytelling and role playing, especially, encour- Greg Meier In no way am I encouraging players to commit aging interaction among the players. I think the Bruce, Wis. crimes and cruelty against peaceful NPCs at the game is at its best when they are ignoring the * * ** first opportunity. I am basically a good-aligned DM and discussing things among themselves. I have no idea whether velocity is right, or if kinetic energy really is the key, but I do know that both articles on falling damage (issue #88) overlooked something important. The basis of the subject is damage — in other words, hit points. The explanation on p. 82 of the DMG basically says that hit points are made up of 1) physical ability to withstand damage, 2) combat skill, 3) “6th sense,” and 4) divine protection. In falling damage probably only the physical ability and divine protection would count. Personally, I tend to think hit points would be made up more of combat skill than anything else. This is backed up by the fighter’s greater amount of hit points. My point is that a first level character should take a fall almost as well as a fifth, and a magic- user as well as a ranger. So the only answer is damage based on a percentile system. Is there a reason why this hasn’t been thought of before? Mark Herman Waterloo, Iowa

DRAGON® Magazine (ISSN 0279-6848) is published monthly, and is available at hobby and book stores throughout the U.S. and Canada (and a limited number of overseas outlets). Subscription rates: $24 for 12 issues in U.S., $30 in Canada; $50 U.S. for 12 issues sent surface mail or $95 for 12 issues sent air mail to another country. All subscriptions payments must be in advance, sent to Dragon Publishing, PO. Box 72089, Chicago IL 60690. The mailing address of DRAGON Magazine for all material except subscription orders is PO. Box 110, Lake Geneva WI 53147. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change to insure uninterrupted delivery. Material published in DRAGON Magazine becomes the exclusive property of the publisher upon publication, unless special arrangements to the contrary are made prior to publication, All rights to the contents of this publication are reserved, and none of it may be reproduced without the express written permission of the publisher. DRAGON Magazine welcomes unsolicited and nonconfidential submissions of written material and artwork containing self-addressed envelopes of sufficient size; however, no respon- sibility for such submissions can be assumed by the publisher. DRAGON, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, D&D, TOP SECRET, and are registered trademarks owned by TSR, Inc. ™ indicates other trademarks owned by TSR, Inc., unless otherwise indicated. Copyright ©1984, TSR, Inc. Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. POSTMASTER: Send address changes to Dragon Publishing, PO. Box 110, Lake Geneva, WI 53147. USPS 318-790, ISSN 0279-6848.

4 DECEMBER 1984

Clerics live by other rules Giving and taking away can be okay by E. Gary Gygax ©1984 E. Gary Gygax. All rights reserved.

It is written that all clerics have available to them all of the spells listed, and druids likewise have the same benefit with respect to theirs. Are these words graven on stone? Yes and no. The rules state that the entire array is at the beck and call of the cleric/druid player character in order to make it abundantly clear to all that these character types do not need to have spell books which contain the There are many ways to justify withholding so jeopardize its followers without some “known” spells. Clerics and druids are of spells and/or powers. There are similar counterbalance. granted their spells from pursuit of their reasons to eventually grant them, or new After faithfully serving and reaching 2nd calling and by the deity (or its servants) to ones. The important points to remember level, clerics are granted their choice of whom they adhere. With fundamentals are these: 1) Do it for a reason. 2) Retain “knowing” any permitted druid spell of 1st taken care of, we can now get down to the balance. 3) Make it logical. 4) Be reason- level, and vice versa. This continues “no” part of the “yes and no” answer to able. 5) Explain it to campaign participants, through 4th level. At 5th level each gains a the query “Are the rules graven on stone?” revealing information according to the druid/cleric spell of 2nd level, and this The experienced Dungeon Master will schedule you have established — not neces- continues through 7th level. At 8th level the certainly freely admit that he or she takes sarily when they demand it, i.e., don’t let granting of 3rd-level spells commences; at any and all liberties with the rules which are participants throw the Book in your face! 11th level, 4th-level spells; and at 14th level, useful in making the campaign more inter- Follow through this explication: 5th-level spells commence and continue esting, challenging, exciting, imaginative, A secluded sect of the followers of the through 16th level. Clerics of 9th level are thought-provoking, or simply more coher- deity Ehlonna of the Forests erred griev- able to assume animal form (a non- ent with respect to its overall scheme. Those ously at some time in the past. Its clerical carnivorous mammal only) once per day, Learned Readers familiar with my Grey- and druidic members misled the people, just as if they were a druid. Druids of hawk campaign will have noted that most of caused them to do evil things, and used fire above-average wisdom are allowed bonus the clerics of the deities of that “world” to harm life and the beloved woodlands as spells, just as if they were a cleric, i.e., 14 (Oerth, of course!) gain various special well. Most of the wrongdoers were slain, wisdom allows one bonus 1st level spell, 15 spells or abilities from their calling. In fact, but some survived and were repentant. wisdom a second 1st level spell, etc. certain powers, spells, and abilities were Mercifully, Ehlonna forgave them, but each Beyond this, Ehlonna has created a spe- purposely omitted from the rules manu- and every one of these formerly unfaithful, cial order for clerics who have been totally script because my campaign is still alive, as well as those who came after them, would true to their alignment in general and to her and the “secrets” of the most cryptic sects be prohibited from ever again using spells in particular. At 3rd level, such clerics are are not “general” knowledge. With that (or magic items) that cause destructive fire specially granted the longsword as a usable example in mind, consider this: or things associated with it. weapon, and at 5th level they are granted If material can be added to the repertoire Furthermore, clerics are permitted only the longbow. Any deviation from alignment of the cleric (and, by default, its druidic staves as weapons; druids are allowed only or service causes these weapons to be per- sub-class), then why should it be forbidden staves and slings, and no druid is allowed to manently revoked. The animal form per- to remove things from it? Within reason, use his shapechange ability to assume the mitted to such special clerics includes there is no such prohibition — but permis- form of a carnivorous beast. creatures of greater mass than normally sion is not explicitly granted, for to allow There is now a small Shrine of Ehlonna, possible for a druid, including (but not carte blanche to the inexperienced or care- as well as a Sacred Grove nearby. Here the limited to) buffalo, stag, and Irish deer. less is giving license to put the campaign descendants of the transgressors reside, A similar special order of druids also into the proverbial toilet and pull the shepherding the neighboring farmers and exists. These druids must remain neutral in plunger. If there is clear justification which woodsfolk, human and demi-human alike. alignment, but must always discourage that can be logically explained, then there is, in However, all those trained here are not which promotes bane and encourage that fact, every reason to disallow spells, materi- permitted the following spells: cause (any which promotes weal. Faithful 3rd-level als, or other powers to clerics. This denial sort of) wounds, curse, protection from druids of this order are granted permission can be permanent or temporary, depending good (any), putrefy food & drink, cause to wear elfin chainmail (bestowed by Ehlon- on the reason it exists. A few examples: blindness, cause disease, bestow curse, na’s agents in ceremonial proceedings) and — A deity of the sun dislikes spells that poison, dispel good, flame strike, slay liv- to wield both hand axes and battle axes. At cause darkness. ing, harm, wither, energy drain, destruc- 5th level the use of both light and heavy — A deity of cold dislikes spells that are tion, fire trap, produce flame, produce fire, crossbows is bestowed. The weight limit of related to flame and heat. wall of fire, conjure fire elemental, fire creature form assumed is also far greater — A druidic cult that shuns insects. seeds, chariot of Sustarre, finger of death, than that for normal druids, it being 200 — An order of clerics that requires new and fire storm. As was mentioned before, pounds per level of experience. Thus, one members to prove their merit before being weapons are limited, and druid members of of these special druids of 10th level could further initiated into the mysteries of that the group cannot take the form of any car- become a creature of up to one ton in faith. nivore. These prohibitions seriously weaken weight. Furthermore, although carnivorous The list could go on. The point is clear. both orders of followers, and no deity would form cannot be assumed, omnivorous form

6 DECEMBER 1984 — a wild boar, for example — is allowed. Taking this a step further, assume that the campaign will promote participants to begin play in this area, and the DM will encour- age clerics and druids. Building upon the “history” of transgression and redemption, the DM will have a special set of circum- stances and a mission for all those who serve. If, after long and arduous struggle, her faithful triumph, Ehlonna might well remove the strictures (and their offsetting benefits) upon the clerics and druids. The sin forgiven, the enemy defeated and the need for special orders gone, all returns to the natural way of things (as per the PH, DMG, etc.). Now when you hear someone, DM or player, mentioning something about “un- known” cleric spells or similar difficulties, don’t panic. It could well be a cleverly planned campaign where difference and the unexpected are desirable — and who can fault that?! Perhaps you might wish to try it in your own campaign, too. A cautionary word is necessary, however, for there is a problem with such variations. Unless the full and complete details of the differences are known to other DMs, they might well not wish to have clerics or druids of such nature participating in their games. This is their right, and skepticism on their part is justified. Players of these clerics and druids must be forewarned that such characters might be “one-campaign-only” adventurers who are not welcome elsewhere.

D RAGON 7 First, spread the faith Clerics need to keep their mission in mind by Paul Vernon

Of all the AD&D® game character other tasks will fall to the wandering cleric- classes, the cleric is generally the most badly adventurers, meaning the player characters. played. Clerics don’t seem to fit very well Crusading, zeal begins at home, and into the medieval fantasy background of fellow party members will be prime targets most AD&D game campaigns. Fighter for it. From the first, it should be made characters can be modeled on Conan or clear that under no circumstances will the Fafhrd, magic-users on Gandalf or Merlin, cleric be a party to actions that go against and thieves on the Grey Mouser or Bilbo the interests or teachings of his deity, nor Baggins, but few great characters of legend will he stand idly by while others perform or fantasy literature exist from whom the them. Those wishing his aid must first players of clerics may draw inspiration. prove themselves worthy of it, and true This makes the class particularly difficult to believers will be given preference over play. infidels. The cleric may attempt to convert In many adventures a cleric is taken other party members to his faith at every along as a sort of walking medical kit and opportunity, and should gladly expound on detection device, for it is widely recognized the tenets of his beliefs to all who seek en- that in these roles a cleric adds to a party’s lightenment (as well as to those who don’t). chances of survival. Clerics often bestow Unbelievers who seek his aid will be espe- their blessings on party members indiscrim- cially prone to this treatment, and payment inately, however, with no thought to differ- or service in the deity’s interest will be ences in alignment or outlook. This can demanded in return. Those whom the cleric lead to situations in which clerics actively considers to be totally beyond redemption aid the causes that they are supposed to will never be aided unless the cause of the oppose! cleric’s deity would be furthered greatly by If merely being in the same party is doing so. enough to guarantee a cleric’s aid, the cleric Clerics will be much less tolerant of per- becomes a colorless appendage instead of a sons whose alignments differ radically from complete character in his own right. To help their own than will other characters, for prevent this, a cleric’s outlook, motives, and obvious reasons; this will be especially goals must be firmly outlined, preferably apparent when the clerics of opposing dei- before any adventuring begins. ties are concerned. Considerable distrust A cleric’s motivation will differ greatly may appear even between clerics whose from that of any other character class. A deities are well disposed toward one an- fighter may prepare for the establishment of other, and it would be very rare indeed for a his own freehold, and a thief may look cleric to join a party containing the wor- forward to the day when she can oust the shiper of a deity opposed to his own. local guildmaster, but a cleric’s one overrid- Being a cleric is a full-time occupation. ing concern will be service to his deity and As his deity’s emissary on the Prime Mate- (thereby) the furtherance of his faith. All rial Plane, a cleric must exhibit behavior actions of the cleric will be viewed from this that is exemplary and correct according to standpoint, and all decisions weighed in the his beliefs, even when not adventuring. balance. The cleric’s personal needs and Unlike other adventurers, he should not be aspirations, and those of other party mem- found indulging in the delights of the bor- bers, will always be of secondary impor- dello or ale-house between expeditions tance. Even the cleric’s life may be (unless religious observance demands it or is sacrificed, if his deity’s aims would be fur- unconcerned with it). Instead, he may be thered by such an act. seen preaching to the populace, administer- The gods are so powerful that direct ing to the faithful, and attempting to bring confrontation between them would result in the area as a whole in line with his deity’s universal destruction. To prevent this, the ideals. These activities will more than likely gods’ battles are fought on the Prime Mate- bring the cleric into conflict with local rial Plane by their servants, and clerics are deavor to encourage and foster those values priesthoods, which can spice things up for their deities’ standard bearers in the fray. and aspects of the world that his deity finds the other player characters, too. Having a The power of the gods is often proportional most pleasing, to resist and crush those well-played cleric in a party can often be a to the number of worshipers they enjoy, so a aspects found distasteful, and to foil the mixed blessing! cleric’s most important tasks will be to efforts of any beings working in the cause of It is obvious that a cleric’s behavior de- defend and nurture the faithful in areas deities opposed to his own. It can be as- pends to a great extent on the deity he where his deity is worshiped, and increase sumed that clerics with temples and congre- worships. By no means should all clerics be the number of worshipers whenever and gations in their charge will be most cut from the same mold, as often occurs in wherever possible. A cleric must also en- concerned with the former tasks, while the gaming. A set of beliefs and codes of behav-

8 DECEMBER 1984 ior must be established for each religion in a Kos would make an ideal god for a bar- pale, unless they only used their magic in campaign, with some outline on how the barian hero. His followers would not allow combat to equal the odds in what would various gods and their followers relate to themselves to show fear under any circum- otherwise be an unequal engagement. Only each other. stances, and would spend much time im- fighters would be reasonably sure of receiv- It was hoped that the DEITIES & proving their battle skills to please Kos with ing any aid, and even then only if they DEMIGODS™ Cyclopedia would fulfill this their prowess in combat. Their highly de- adhered to “Kosian” codes of behavior. role, but in this respect the book seems veloped sense of honor would not allow The code that such clerics follow would lacking. Although gods from many different them to fight against a much weaker enemy, have a great effect on the spells they would pantheons are outlined in fair detail, the and they would despise those who did, use, as well as determining under what ultimate aims of the gods and the standards especially those who slew foes in their sleep circumstances their spells would be cast. of behavior expected-of their worshipers and rather than giving them the chance to die Since they are servants of a god who de- clerics are still left undefined. For a cleric to nobly in combat. Bravery and fighting skills lights in battle, a good case could be made have purpose in life, he must worship a would be highly prized even in enemies. for allowing these clerics to use certain deity whose aims and aspirations are known Foes who fought bravely but did not die in edged weapons, especially since Kos’s holy and whose standards can be upheld. It is up battle might be made safe from having their symbol is a crossed sword and axe. As a to the DM to provide a selection of such throats cut afterwards, as long as the clerics precedent, note that the clerics of the Grey- deities from which a player may choose the of Kos were around. hawk deity Trithereon (DRAGON® Maga- one most suited to the character at hand. The clerics would naturally follow zine #68) are allowed to gain the use of The DDG book is an excellent source book, the above code, but would have other obli- broadswords and spears. though by no means exhaustive, and an gations in addition. Their first task would Whether this sort of weaponry privilege is inventive DM can design his own gods from be to actively encourage wars and combat allowed in a campaign or not, the clerics of scratch. A fair selection of gods, covering wherever possible, for the more wars there Kos would be eager to come to grips with most spheres of influence, character types are, the more warriors there will be, and their enemies to demonstrate their martial and alignment variations, can be achieved thus the more potential worshipers. They prowess and bravery, and to prove themsel- by using 20 to 30 different deities. Other would not hesitate to defend the honor of ves worthy in their task of spreading Kos’s deities above and beyond this total are Kos with their blood, being even more teachings. As a result, they would be un- largely redundant, though the DM may eager to punish insults to him than the likely to cast spells in battle except to even wish to include racial gods, such as the orc up severely unbalanced odds. deity Gruumsh, especially for monster After a look through the selection of cleric races. spells available, it becomes apparent that Once deities have been chosen and their some spells would be unsuitable for fol- alignments, spheres of control, and the lowers of Kos to pray for or receive. Sanctu- nature of their worshipers have been de- ary would probably go unused, since it cided, it is fairly easy to provide them with prevents the very thing that the cleric is motives, ambitions, and interrelationships. trying to promote (confrontation). Protec- For purposes of this article, we will use as tion from evil (in effect, from enchanted an example Kos, the god of dooms from the creatures) might be acceptable, since it Nehwon mythos, and outline a hypothetical would be useful against “cowardly” crea- religious system for his clerics. tures employing magic for offense and Kos is neutral in alignment, is worshiped defense, unless the cleric is powerful enough by fighters, delights in battle, and has a to attack such beings directly. Detect evil highly developed sense of personal honor. might be seen as an irrelevant spell, while We may assume from this that he tends detect magic could warn of an opponent’s more toward chaos than law, will wish to dishonorable methods of combat (e.g., the see as many battles as he can, prizes indi- opponent’s girdle of giant strength). Re- vidual prowess and bravery over tactical move fear would be a good spell, but not its excellence, and despises cowards intensely. reverse, cause fear: What could be more Cowards, in Kos’s definition of the term, heinous than to magically rob a warrior — might make up a very broad and diverse even an opponent — of his bravery? group of beings, including all those who The cleric of Kos could find himself in a weigh the odds in their favor rather than very interesting position with regard to fight directly one-on-one (such as magic- dispensing cures. Healing “cowards” would users, backstabbing thieves, and so forth). be out of the question. Wounds received in Those who are too “cowardly” to fight for single combat could be seen as honorable themselves (such as peasants who depend on marks of battle, and as such their recipient their lords to protect them, or rich individ- might be expected to wear them with pride. uals who hire others to do their fighting) However, a warrior whose wounds put him will be lumped together with fighters who at a disadvantage against an uninjured run away from anything less than insur- opponent might be considered a special mountable odds. case. Wounds caused by magic, traps, or This outlook will obviously bring Kos some other dishonorable means would be into conflict with many deities — particu- cured without question — as long as the larly gods advocating peaceful coexistence, recipient was worthy, of course. gods of thieves and magic, gods of healing, clerics of most other deities. Similar reasoning would apply where and so forth. On the other hand, gods of When trying to gain converts from a raising or resurrecting the dead is con- music and poetry, whose practitioners praise party they are traveling with, the clerics of cerned. A warrior who died honorably in the deeds of heroes, and those of metal- Kos will concentrate on the fighters present, single combat might be seen as having died working, who oversee the making of the and might spend a little time with the the finest death possible, and thus be implements of battle, might find him well thieves (who could be honorable warriors if refused resurrection. One who died by disposed towards them. The gods of natural they’d only give up their cowardly back- sorcery, or had been killed when fighting phenomena like weather would be mutually stabbing and sneaking about). Magic-users many opponents, would probably stand a indifferent to his actions. would generally be considered beyond the much better chance of being brought back.

D RAGON 9 Service to Kos would also dictate the aims. Even here, their interest in prolonged background can be used to bring other kinds of adventures his clerics might join. combat would often conflict with the inter- religions in a campaign to life. Determine They might be unwilling to help dispose of ests of the government (which would gener- the aims of the gods, how they intend to an evil magnate whose armies were ram- ally seek a quick, decisive victory). Many fulfill them, and what relationships they paging about the country, unless not doing fighters would probably become worshipers, have with other gods as a result. Then so would harm their religious set-up in the though, and temples of Kos might even decide how this will affect the behavior of area. They might join expeditions in rela- offer inexpensive or free weapons-training their worshipers and clerics, what spells tive peaceful areas, but might also be more to encourage converts from among those would be acceptable to them, and in what interested in provoking monsters into at- not having martial backgrounds. situations these spells would be used. A tacking than in avoiding them. Obviously, clerics of Kos would fit in very canon in the service of Lu Yueh, the Chi- The worship of Kos would be popular in well with a party of hack-and-slayers. They nese god of epidemics, would be unlikely to barbaric regions and among barbarian would probably be a pain in the rear for a use cure disease, for example. How are mercenaries. The rulers of more civilized group of more subtle adventurers. What- clerics expected to further the aims of their areas would want to further their ends ever their circumstances are, they make god, and what kinds of adventures would without damaging their incomes, however, interesting characters and are (in my expe- they join? If your DM hasn’t done all this and “Kosites” might only be welcome at rience) fun to play. detailing, then work out a religion for your the courts of monarchs with expansionist This same process of creating a religious cleric character yourself and see how things develop from there.

Having a detailed religious background adds enormously to the flavor of any fantasy campaign. Not only do clerics become more interesting and fun to play as characters, but encounters with NPC clerics become more enjoyable for the DM to handle. Conflicts between the various religions can themselves be a rich source of individual adventures. If you find that your cleric has become colorless or that other players and charac- ters take him for granted, give him a code to follow and send him out to spread the true faith! If he is true to his ideals (even if he doesn’t survive), he will be assured a place in the afterlife at his deity’s side!

10 DECEMBER 1984 D RAGON 11 The more, the merrier How clerics can “find” new followers by Bruce Barber

“Renounce your false gods, my friends, usable on non-player characters), the NPC and I shall lead you along the path of the could suffer a radical personality alteration, True Faith into the light of salvation!” shifting (for example) from lawful good to pleaded the brave but verbose priest to his chaotic evil (in order to be acceptable to the comrades-in-arms as they trudged wearily new deity) but without passing through the home from the lair of the defeated ogre. intermediary stages of alignment (to LN, “Blow it out your ear!” cried the party as N, NE, then CE) and without the attendant one. loss of four experience levels as per the Dungeon Masters Guide (p. 25). Powerful And so it goes for the poor cleric in many artifacts which can induce radical. alignment AD&D® games. This seems particularly change apparently tap into this spiritual true if the character is being role-played as force, as well. outlined in the DEITIES & DEMIGODS™ Cyclopedia (p. 9): “A cleric, no matter The conversion procedure where he or she is, acts as an agent and Conversion can only be attempted upon representative of his or her deity. The cleric non-player characters, and such an attempt should miss no opportunity to’ explain and can only be made by a player-character show to others, through both word and cleric, druid, or paladin (hereafter referred deed, the truth and rightness of his or her to as the “cleric”). The chance of success on religion.” any conversion attempt is determined by a Without this fierce dedication to their combination of random chance, the cleric’s deities, and concern for the souls of “hea- dedication to the attempt, and five tangible then” compatriots, clerics tend to be little factors that may influence the chance of more than a variant form of fighter/magic- success: alignment, racial preference, class, user. After my own much-loved cleric, experience level, and the cleric’s charisma. Brother Demian, had once again been To begin, the player of the cleric an- ridiculed by his fellow adventurers for his nounces to the DM (secretly, if the player so fiery, if pompous, evangelism (and after wishes) the intention to convert a specific saving their bacon by banishing a pack of NPC. The process takes 5-17 (4d4+1) days ghouls, too!), I posed a question to myself: of game time to complete, which subsumes How might a cleric go about actively con- long conversations, explanations, and/or verting others, within the AD&D game arguments with the prospective convert. system? From this question came the During this period, the DM must observe method described herein, usable by clerics, carefully how the cleric is being role-played, druids, and paladins. (Druids, however, will form of energy, a spiritual force which in if the whole concept is not to degenerate in all probability not use their ability to most cases can be harnessed only by the into mechanical dice-rolling. The cleric convert someone unless the subject has first gods, the font of their divine abilities. How- should use all available time (campfire expressed an interest in their religion. The ever, all beings are affected by this force to discussions, tavern bull sessions, etc.) to neutrality and general aloofness of druids the degree that it forms an aura around advance the case for his deity by whatever tend to prohibit the concept of door-to-door them; to most character classes, this aura is means the character deems suitable. If the druidic proselytizing.) of no practical value, but can be perceived player does not accept and carry out these First, a few words about the “why” and by a know alignment spell. (Note that the role-playing responsibilities, the DM is “how” of conversion. Besides the megalo- aura does not differ in quality from one obliged to apply a large negative modifier to mania which is the prerogative of divine alignment to another, only in appearance.) the chance of success, or even overrule the beings, it seems reasonable to assume that But if a character enters the direct service dice entirely. the power of the gods, and perhaps their of a deity (i.e., becomes a cleric), the aura The cleric may attempt to convert only continued existence, stems from the number is enhanced as follows. First of all, it may be one NPC at a time. If the attempt is inter- of worshipers that the deity can claim as his thought of as the means of communication rupted so that no conversation between the or her own. In a fantasy gaming milieu that between the cleric and the deity — the principals takes place for one day (for in- utilizes many gods, this theory makes per- “dial-a-prayer line,” so to speak. Second, stance, if either one of them leaves the fect sense. With this as a basis, it is logical the aura also gains the property of being vicinity to go on an adventure), then the that one of the prime functions of the cleric able to influence another being when di- process is halted and the cleric will never be would be to bring as many “heathens” as rected by the cleric under the right circum- able to convert that particular NPC. If the possible into the fold of his or her deity. stances, as detailed hereafter. Once the cleric stops the process to begin an attempt Now, what forces are involved in making cleric has selected a prospective convert, the upon a different NPC, then the first subject the mechanics of conversion function? We aura begins to work on the subject’s mind, is likewise forever lost. And if an attempt is know from the DDG book (p. 114) that causing a sort of insanity which may be carried through but results in failure, that there is “an exact correspondence between termed religious mania. If the cleric should NPC cannot be converted by the cleric at alignment and the Outer Planes.” It seems then successfully convert the NPC involved any time in the future. that the Outer Planes are permeated by a (for obvious reasons, this system is only After the cleric announces an attempt to

12 D ECEMBER 1984 convert and the requisite amount of game time has passed, the DM first determines CONVERSION REACTION TABLE whether a dice roll for success or failure is d% roll General description of result warranted; as stated above, the attempt could automatically fail if the cleric has not 01-05 The perspective convert has finally become fed up with listening to the been properly role-played during the at- cleric. If the subject is evil and has an experience level equal to or higher tempt. If success is possible, the DM tabu- than the cleric’s, there is a 75% chance that he will become violently lates all modifying influences (see the incensed at the cleric's audacity and attack (then or soon thereafter) with following section), administers a penalty for intent to kill. Such are martyrs created! inadequate or insufficient role-playing (if In any other situation, the subject will simply break off contact and warranted), and rolls percentile dice. The desire to never have anything to do with the cleric thereafter, perhaps DM totals all the modifiers, adjusts the accompanying his departure with threatening words or insults to make result of the dice roll accordingly, and con- his feelings clear. If the cleric persists in this lost cause, the subject may sults the Conversion Reaction Table to feel “forced” to express his feelings in a more violent fashion. establish the result of the conversion 06-25 A hostile reaction, but usually without the intent to kill. If the subject’s attempt. alignment is more than one step removed from the cleric’s, and if the Modifiers subject is of equal or higher experience level, there is a 50% chance that 1. Alignment: In matters of religion, the subject will attack the cleric and try to provide him with a valuable alignment is of paramount importance — a object lesson by beating him senseless. change of deity may also involve a change If the above conditions do not hold true, the subject will simply show of alignment and the accompanying penalty his disgust and attempt to leave the cleric’s presence as quickly as possi- (see the following section on The Results of ble. If the cleric keeps trying to make a silk purse out of this sow’s ear, Success). Note that this applies even to he may find himself on the receiving end of more than a glowering look NPCs who profess to be atheists or agnos- or two. tics: according to p. 25 of the DMG, even a 26-45 The subject is doubtful but not hostile. He will request to see a sign of character who does not consciously worship the cleric’s (and deity’s) power. If the cleric complies with some impres- a deity or follow a religion “will have an sive spell or display, there is still a 60% chance that the subject will insist alignment and serve one or more deities of that it was trickery, and henceforth will refuse to associate with the cleric this general alignment indirectly and unbe- unless necessary. knownst to the character.” If the cleric and the subject are of the 46-55 The subject has been willing to listen to the cleric up to now, but he now same alignment, the conversion attempt is decides he has listened long enough, and he still isn’t interested in made at no penalty in this regard. When changing to the cleric’s religion. If the cleric asks the subject to listen alignments are different, one of these penal- more, there is a 50% chance that the subject will consent. The conver- ties may apply: sion process can then be restarted, using different dice rolls for duration 1 step difference: -10% and result, and perhaps different modifiers. If the second attempt goes to 2 steps difference: -25 % completion, award a +10% modifier to reflect the subject’s willingness to 3 steps difference: -40% keep listening. The alignment modifier is applicable only 56-75 Dubious, but still open-minded. The subject will request to see some if the subject is aware of the cleric’s align- sign of the cleric’s power, as with the above entry for 26-45. If the cleric ment, whether directly or through prior complies, there is a 60% chance that the subject will be sufficiently knowledge of the cleric’s deity. A cleric will impressed and agree to embrace the new religion. almost always make known the name of his deity (or, at least, a popular title or honor- 76-95 Very receptive; if the cleric continues his efforts for two more days of ific used to refer to the deity) during the game time, there is an 85% chance that the subject will agree to convert conversion attempt; most deities would at the end of that period. demand that they not be relegated to anon- 96-00 Complete, enthusiastic, on-the-spot conversion. ymous status, and most subjects would demand to know the name of the god they’re being asked to serve. However, it would not always be necessary, or even versations with other characters. This character, must be either human, half-elf, or advisable, for the cleric to make his align- chance is 10% for fighters, thieves, assas- half-orc). Modifiers for racial preference are ment known during the conversion attempt; sins, and non-classed NPCs; 20% for as follows: for instance, the servant of an evil deity magic-users, illusionists, rangers, and Cleric’s race Preference +15% would usually not announce his alignment monks; or 30% for clerics and paladins. viewed with: Goodwill +5% before attempting to seduce an unwary The base chance is adjusted upward by 2% Tolerance 0% subject, and especially not if the subject’s for each experience level the character has Neutrality -5% current alignment is non-evil. Only an attained; thus, a 10th-level magic-user has a Antipathy -10% NPC who is extremely gullible or has a 40% chance of knowing what he’s getting Hatred -15% decided lack of conviction concerning his into, while the chance for a 0-level peasant alignment would put up with a conversion is only 10%. Class and experience level: What a attempt in such circumstances; most would feather in the tonsure it is for a cleric to be simply refuse to listen, or might challenge Racial preference: In cases where a deity able to win over some cleric or paladin the cleric with something a lot stronger than accepts only worshipers of a specific race, devoted to another faith! However, it must a verbal argument. any (ill-advised) conversion attempt will be recognized that such characters are by certainly fail; presumably, the cleric is Any NPC with access to a know align- their nature highly resistant to such tactics. ment spell or some other magical or psionic aware of his deity’s preferences or restric- Thus, a basic penalty of -35% is automati- means of detecting the cleric’s alignment tions in this regard and would not even cally applied to any attempt by a cleric, will certainly use this power. Other subjects make the attempt. However, when the deity druid, or paladin to convert a member of will have a chance to know this information is not choosy about race, then it is impor- any of those classes, plus an extra penalty of from things they may have heard about the tant to consider what the subject’s opinion -1% per point of wisdom possessed by the cleric’s deity during their travels and con- is about the cleric’s race (which, for a player subject.

D RAGON 13 For subjects of all other classes (or non- lower level — regardless of how many steps performed the conversion, there is a 25% classed, 0-level NPCs), the chance of suc- of alignment difference were involved in the chance (non-cumulative) per week that the cess is adjusted up or down by 2% for each change. This reflects the phenomenon of the NPC will “come to his senses” and desire to experience level of difference between the new deity intervening on behalf of the con- return to his former deity (and alignment, if cleric and the subject. A 3rd-level cleric vert to somewhat alleviate the punishment that was also changed). This may be accom- attempting to convert a 0-level peasant does dished out by the former deity. It is also plished by using the procedures for atone- so with a bonus of +6% applied for the suggested that whether an alignment change ment as outlined on p. 25 of the DMG. difference in their levels; the same cleric is involved or not, the NPC be required to This chance is checked for a period of four trying to persuade a 5th-level fighter must make some kind of offering to the former weeks, plus an additional four weeks for take a -4% penalty. deity — a sacrifice, or the relinquishing of a every step of difference (if any) between the valuable possession or a magic item — to NPC’s former and present alignments, Charisma: Even if the subject is suspi- help avoid the possible repercussions beginning one week after the cleric and the cious of the philosophies espoused by the (against all concerned) of the spurned deity. NPC part company. Thus, an NPC who cleric, the non-believer may yet be swayed The value of this offering, or even its neces- was converted but did not change alignment by the charm and personal magnetism of sity, will vary greatly depending on the could “come to his senses” sometime dur- the cleric. Conversely, even if the new reli- personality and/or requirements of the ing the following four weeks, but after that gion sounds attractive, the subject may find former deity; some deities might be furious point the conversion is permanent (pending the cleric repulsive. Therefore, the cleric’s at having a follower pulled out from under another conversion attempt later by a differ- chance of success is modified by the Reac- them, while others would just as soon be rid ent cleric). An NPC who was converted and tion Adjustment (if applicable) for the cler- of the hopeless soul. changed alignment most drastically (three ic’s charisma score, as found on p. 13 of the In some instances, a character’s class may steps) would be checked for 16 weeks there- Players Handbook. have to change after conversion because of after — in other words, although such an alignment restrictions that are now being extreme change could take place, it is prac- The results of success violated. Although it is very difficult for a tically impossible to make it stick. Successful conversion may or may not chaotic evil cleric to bring a paladin NPC The effects of conversion cannot be re- have far-reaching effects on the NPC sub- into the service of his foul deity, the possibil- versed by most magical means (see the ject. If it is necessary for the NPC’s align- ity does exist. If the conversion succeeds, following section), but if the condition is ment to change in order for him to worship the paladin is reduced to the status of a recognized as a form of insanity, then the the new deity, the subject will suffer a drop mere fighter; in fact, this will happen any usual methods for curing madness will be in experience level. But because alignment time a paladin changes alignment. A thief, effective. There is a 50% chance that some- change due to conversion is in a separate assassin, ranger, or monk could likewise be one who knew the NPC before his conver- category from both magical and voluntary affected. sion and encounters him afterward will alignment changes, the NPC will only lose a Conversion is not necessarily a perma- realize that the NPC is suffering from reli- number of experience points sufficient to nent condition. Once (and if) the NPC is gious mania; this roll is made only once for bring him down to the midpoint of the next away from the influence of the cleric who any such character the NPC comes into contact with.

Magic and conversion No magic of any sort, nor any psionic power, can be used to improve the chance of a successful conversion. So delicate is the interaction between the cleric’s aura and the mind of the subject that any outside inter- ference will cause the conversion attempt to fail. If more than one cleric should try to convert the same NPC at the same time, or if a second cleric begins an attempt when another one is under way, both attempts will automatically fail, and the DM must make an intelligence check for the NPC: If a roll of d20 is greater than the NPC’s intelligence score, the poor victim will suffer confusion (as per the 7th-level druid spell) for a num- ber of rounds equal to 21 minus the die roll. Any magic item that specifically affects alignment, such as a helm of opposite align- ment, will function normally in the posses- sion of a converted character. Thus, it may be possible for the NPC to regain the align- ment he held previous to the conversion — but a magical change of this sort would require that the full level-loss penalty be paid.

The cleric’s reward A cleric character receives both tangible and intangible benefits from performing a successful conversion. First, the tangible: A basic award of 300 experience points is earned by the cleric, plus or minus 25 XP for each experience level of the cleric below

14 DECEMBER 1984 or above the level of the subject. There is a At the start of the process, the DM se- helm is filled with cool, clear water! The bonus of 75 XP for each step of difference cretly makes the 4d4 roll and adds 1, arriv- DM rolls 61 and Flyptop, concluding that between the cleric’s alignment and the ing at a figure of 9 days, which is how long Alberyth’s goddess is a mighty one, aban- subject’s previous alignment, and an addi- (unbeknownst to both of them) that the dons his agnosticism to serve Aphrodite — tional 10 XP or 15 XP respectively if racial cleric and her subject must engage in regu- causing his alignment to shift to chaotic antipathy or hatred was involved. Finally, lar and frequent discussions of the issues good. the cleric gets an additional 150 XP if the involved. At some point during this time, Agnostic or no, Flyptop had been subject was a cleric, druid, or paladin. the DM determines that Flyptop has a 14% watched over by Demeter up to now. Hav- The nature and scope of any intangible chance of being aware of Alberyth’s align- ing little patience for chaotic (or lawful) ex- rewards will depend on how well the cleric ment, through prior knowledge of what believers, she strips Flyptop of all but 1000 and the deity are role-played, by the player Aphrodite is like. The DM rolls 08 on per- XP, returning him to the midpoint of the and the DM respectively. If the deity is one centile dice, meaning that whether or not first experience level. The happy cleric who attaches great importance to this Alberyth tells Flyptop her alignment, the Alberyth receives 325 XP (300-50+75) and method of conversion, a cleric who per- fighter will know what it is when the process the glow of satisfaction from a job well forms a lot of successful conversions could is complete. done. Aphrodite decides to immediately be further rewarded. Conversely, if the deity Modifiers: replace the create water spell that Alberyth is one who prefers his clerics to gain “con- 1. Subject knows cleric’s align- used to win Flyptop over, and if she cares verts” by bashing their heads in, this sort of ment (1 step difference): -10% to, may favor the cleric with some other passive persuasion might be seen as taking 2. Humans view half-elves small gesture in the future. the easy way out, and thus would not make with tolerance: 0% the cleric eligible for any significant benefits 3. Cleric’s charisma is 15: +10% Failure: Master Meaningwell is a lawful above and beyond the experience-point 4. Cleric 2 levels higher good 2nd-level human cleric with a cha- award. than subject: 4% risma of 8; he worships Athena. Consider- Total of modifiers: +4% ing himself more of a wise man than a How the system works When (and if) the process runs to comple- fighter, he decides to try to convert a new- Following are examples of a successful tion, the DM rolls percentile dice. The comer to the area — Lord Gauntleroy, who and an unsuccessful conversion, both using result is 30, which becomes 34 after the seems like a nice enough old man. Lord deities from the Greek pantheon. modifiers are applied. According to the Gauntleroy is actually not a nice guy, but is A. Success: Sister Alberyth is a 4th-level Conversion Reaction Table, this means that pretending to be while he hides from his half-elf cleric of chaotic good alignment with Flyptop is still pretty skeptical about the enemies. He is a 13th-level chaotic evil a charisma score of 15; she serves the god- whole thing and, being from Mizoory, human cleric with a wisdom score of 16. dess Aphrodite. Alberyth wishes to convert demands: “Show me!” Alberyth complies Gauntleroy uses a know alignment spell to Flyptop, a 2nd-level (3000 XP) NPC hu- by taking a drop of dew in her helmet, make himself perfectly aware of what man fighter, neutral good, who professes to speaking a short prayer, and passing her Meaningwell is doing. He decides it will be an agnostic. hand over the helm. A moment later the pass the time, and might be amusing, to

DRAGON 15 listen to the cleric’s chatter for a few days. with the cleric. Examples include, but are have 3 or fewer hit dice and an intelligence Modifiers: certainly not limited to, create water, a rating of low, which corresponds to a score 1. Attempt to convert a cleric: -35% paladin’s laying on of hands, and the turn- of 5, 6, or 7. Those of less intelligence are 2. Subject knows cleric’s align- ing of undead. Cleric spells that would not too dumb to be impressed, and probably ment (3 steps difference): -40% constitute a “miracle” for conversion pur- don’t know what religion is in the first 3. Cleric’s charisma is 8: 0% poses under normal circumstances include place; those of greater intelligence are not 4. Racial preference is Goodwill: +15% bless (no effect that is visible or dectable this easily swayed. 5. Subject 11 levels higher: -22% by onlookers), find traps (it could be a In a situation where all of the foregoing with wisdom of 16: -16% trick), and slow poison (the victim might requirements are met, and the DM decides Total of modifiers: -98% have recovered anyway). that miraculous conversion is feasible, he No dice roll is necessary, since the best This procedure should be administered rolls percentile dice for each involved crea- possible result (00) will be adjusted down to entirely in secret by the DM; it is not some- ture separately. Each creature has a 15% 02. Gauntleroy has heard all he can take — thing over which the cleric necessarily has chance of being converted by the “miracle.” and he isn’t taking it very well, either. He control, and a cleric does not have to specif- Monsters converted in this way might not reaches for his mace, having decided to put ically attempt miraculous conversion of one automatically and consciously embrace the poor Master Meaningwell out of his misery, or more eligible creatures in order for the cleric’s religion, but will react toward the even if it means blowing his cover. If the event to occur. Obviously, the DM must use cleric as if under the influence of a charm good cleric gets resurrected, maybe he’ll discretion as to when miraculous conversion spell. think twice about trying to convert people can occur; it is unlikely (though not impos- Any accidental conversion of this sort he doesn’t know very well. sible) that creatures in the heat of battle that takes place will earn the cleric 25 XP would suddenly throw down their arms and for each creature affected, regardless of Optional: Miraculous conversions convert. what happens to the converted creature The following is intended to simulate the Alignment restrictions are much more afterward. And in all likelihood, the conver- effect, upon characters and creatures of low severe when using this options. A cleric of sion will not last for long. There is a 5% intelligence and level, of being in the pres- good alignment may not “accidentally” chance per day — cumulative — that a ence of a “miracle.” This optional system is convert creatures of evil alignment, and vice creature will “backslide” to its old ways, up based on the fact that cleric spells — even a versa; the same applies to lawful and cha- to a maximum of 85% on the 17th day simple bless or cure light wounds — are otic alignments. These diametrically op- following the occurrence of the “miracle.” If bestowed by the gods and are thus by their posed ways of viewing reality are simply too the maximum is reached, this 85% chance very nature “miraculous.” For this system, powerfully ingrained to flip about at the must be checked after each week of game a “miracle” is defined as any cleric spell or drop of a spiritual hammer. time thereafter — demonstrating that, ability the effect of which can be seen or Miraculous conversion may occur when sooner or later, “followers” like these who sensed by witnesses (not just recipients of the cleric performs his “miracle” in the are so easily impressed can just as easily the magic) and which obviously originated presence of one or more creatures which become disenchanted!

16 DECEMBER 1984

A better Open — it figures! The list of winners, and a look at why they won

Text by Kim Eastland Photos by Dan Sample

Jim Conover’s modified Dwarven Siege Machine (left) takes its base from a Ral Partha Goblin War Machine. Jim replaced the catapult with a large ballista and two dart- throwers.

Matthew Sturm depicted a Ral Partha Cloud Giant (below) out for a stroll in the woods. Note the shield that the giant uses for a belt buckle.

Clearly, everything’s getting better in the field of miniature figures. With an ever- increasing number of high-quality figures on the market, painters are challenged to bring out the realism of a finely sculpted figure with an equally realistic paint job. As demonstrated by the winners of the Fourth Annual Gen Con Miniature Open, the painters have indeed risen to that challenge. The competition, held at the 1984 GEN CON® Game Fair, was overseen by Art Neckermann of TSR, Inc. I was on the panel of judges, along with Julie Guthrie of Ral Partha and Forest Brown of FASA Corporation. And Dan Sample was once again on hand with his camera to capture the prize winners for posterity. In this issue of DRAGON® Magazine, the spotlight is on the winners in the fantasy categories; some of the science-fiction prize winners will be featured in the ARES™ Section of DRAGON issue #93, and the top winners in the historical category will be featured in STRATEGY & TACTICS® Magazine. One of the champions not pictured here is the first-place winner in the Masters competition. That diorama is so striking that it will be featured on a page by itself in issue #93 of DRAGON Magazine. On the following two pages are listed the winners in each category of the competition, as well as the companies that contributed to the prize fund for contestants. Our congrat- ulations to the winners, and our thanks to the sponsors that made the Open worth- while for all participants.

18 DECEMBER 1984 Matt Sturm’s Wiz- ard (right) is all the more impressive when you consider that the photo shown here is 5 times larger than the figure itself:

This photo should illustrate why “Dwarven Party” (left), by Larry Peters, won the Best of Show award. The tree is striking, but the diorama is also full of intricate detail.

Monsters Jeff Rodman of Gas City, Ind., captured 1st Place: A Ral Partha Cloud Giant the judges’ fancy. pushed its way into first place thanks to Matthew Sturm of Ann Arbor, Mich. Junior 2nd Place: John Knox’s bizarre and 1st Place: Mike Jaecks of Janesville, beautiful Dragon. Wis., won with his superbly painted Tiger 3rd Place: Another colorful and weird Madcoil. creature, the Jabberwock, by Judy Brown 2nd Place: Mike Jaecks again, with a of Des Plaines, Ill. fierce Grenadier Demon. Mike had a large number of great-looking pieces entered in Fantasy Diorama the competition. 1st Place: A really distinctive piece, 3rd Place: Coming all the way from Historical Units Dwarven Party, by Larry Peters of Milwau- Waterbury, Conn., Mike Druckenmiller 1st Place: not awarded. kee, features a huge, scratch-built treant- captured third in this fierce category with 2nd Place: The Hesse-Darmstadt Hus- like tree that seemed to be straight from a his fine Cleric Casting Spell. sars, 1796 painted by Jim Conover were Disney cartoon and slightly modified Cita- impressive in their white uniforms. del figures. Large Scale Figures 3rd Place: Samurai, by Blaise Borchers of 2nd Place: Another Ral Partha Jabber- 1st Place: Judy Brown won her third Toledo, Ohio. wock in Combat, this one by Matt Sturm. prize of the contest with a breathtaking 3rd Place: Jim Conover of Cedarburg, 120mm French Hussar, 1812. Best of Show Wis., took a prize with a converted Dwar- 2nd Place: A radiantly colorful 65mm Larry Peters became the big winner of ven Siege Machine. Sergeant-Major of the Scots Guard per- the show when he walked away with his formed well for Larry Peters. fourth award for this Miniature Open. His General Diorama 3rd Place: Sir Francis Drake, in all of his Dwarven Party was unanimously voted Best 1st Place: This entry by Karl Kochvar of 54mm glory, by Larry Peters. of Show Chicago, built in a shadow box, was so big it couldn’t fit into the room. The diorama captured a scene from the Hoth War. 2nd Place: Another Illinois native, Tim Yosich of Northbrook, scored with his 15mm sci-fi diorama, Forced Landing. 3rd Place: Steve Rota of Milwaukee did a fine job with his snowy Chopper Pad.

Personality 1st Place: Matt Sturm’s third prize of the competition was captured by his marvelous Judy Brown’s Superior Wizard. diorama entitled 2nd Place: A three-way tie! Judy Brown’s “Guarding” shows a warrior who looks Guarding features a warrior seated amongst ready for anything his loot. Robert Charrette of Fairfield, but notice the Ohio, had two entries in this category that trap door that’s were equally good, Female Magic User and opening up behind Warrior him . . . . 3rd Place: An unusual Indian Chief by

D RAGON 19 Mike Jaecks, a Junior competitor who did so well in this year’s Open that he was named a Master, shows the grislier side of his talent with this Demon. We didn’t ask what he used for “blood” in the scene — and we don’t want to know!

Masters to make the prize list into quite a treasure The Masters competition is exclusively hoard. Companies that supported the Min- for those participants previously named iature Open with prize donations included: “Masters” at the Open. The title this year The Armory, Blackhawk Hobby Distribu- was earned by Eric Heaps of Milwaukee for tors, Castle Creations, Dragontooth Inc., his amazing Reptiliad Attack. Look for Essex Miniatures, Falcon Miniatures, photos of this winning diorama in next FASA, Gamers Guild, Gamescience, Games month’s issue of DRAGON Magazine. Workshop (U.S.), Genesis Gaming Four new members were inducted into Products, Greenfield Hobby Distributors, the Master ranks: Larry Peters, Judy Grenadier Models Inc., Steve Jackson Brown, Matthew Sturm, and Mike Jaecks. Games, Bruce Lewis Studios, Pacesetter Ltd., Prince August Molds, RAFM, Ral In addition to the merchandise certifi- Partha, Realm Miniatures, The Reiter, The cates donated by TSR. Inc., for the cate- Ship Shop, TAG Industries. Task Force gory winners, many other dealers, Games, Trollkin Forge, and Victory distributors, and manufacturers contributed Games.

Two renditions of Ral Partha’s Jabberwock won prizes in the Open. This one was the third- place winner in the Monster category for Judy Brown, who tells us that her original title for the piece was “A Trivial Pursuit Loser.”

20 DECEMBER 1984 2010—ODYSSEY TWO® SECRET WARS™ METAL MINIATURES Module MHSP 1 The newest TSR science-fiction Summoned by a being of ultimate miniatures portray the characters from power, Earth’s mightiest heroes and the soon-to-be-released movie sequel villains fight the ultimate battle . . . the to 2001: A Space Odyssey™. This SECRET WARS. On a strange battle boxed set contains 7 figures, including planet created by the mysterious Commander Dave Bowman, Frank Beyonder™, the heroes must fight for Poole, Dr. Heywood Floyd, Dr. Walter their lives against a host of villains led Curnow. Maxim Brailovsky — and, of by the fearsome Doctor Doom™. The course, the Monolith! Some assembly destiny of the Earth will be decided in required. the SECRET WARS. This special role-playing module for BLADE OF THE YOUNG SAMURAI the MARVEL SUPER HEROES™ game EQ #23 by Morris Simon recreates all the titanic action of the SECRET WARS™ Limited Series from In this new ENDLESS QUEST® . Featured heroes book, the reader makes the choices include Spider-Man™, the X-Men™, the for a young Japanese warrior. On his Avengers™, the Hulk™, the Fantastic adventure he seeks the magic items Four™, and ™. The adventure that will restore the power of his Em- covers the war from start to finish, and peror and bring peace once more to the package also includes complete his homeland. information on more than 30 heroes The samurai background is well and villains and a full-color, two-sided presented by the author, who is an map. anthropologist. Cover art by Clyde Caldwell, interior illustrations by Gary Williams.

THE ADVENTURES OF INDIANA JONES™ TROUBLE ON ARTULE EQ #24 by Catherine McGuire METAL MINIATURES The first collector set of TSR® minia- The latest STAR FRONTIERS® story tures to feature characters from the in the ENDLESS QUEST® book series. As a young human exchange student movies Raiders of the Lost Ark™ and Indiana Jones and the Temple of on the distant planet of Artule, the Doom.™ This boxed set includes 12 reader faces difficult choices when the figures: Indiana Jones™, Short hero becomes embroiled in a plot to Round™, Marion Ravenwood™, disrupt intergalactic trade. Further Belloq™, Sallah™, Mola Ram™, Willie complications arise when the student discovers that prejudice is not a phe- Scott™, Toht™, Dietrich™, Chatter Lal™, nomenon found only on Earth. a mine guard, and Thugee™. Some Cover art by Jeff Easley, interior assembly required. illustrations by Mitchell O'Connell.

Telling the future

(From page 2) everything works out right — and when was sponses to our Module Hunt had Roger Elysium will probably be next in line in our the last time that happened? Moore buried under a mound of paper for a continuing examination of the other planes We’re pretty close to publishing a pack- while. but he says he’s recovering nicely, of existence. age of programs for various home com- and the search should yield some good That’s about as far as I can go, judging puters — a couple of player-character adventures. by the use of the word “probably” in that generators for the AD&D® game, a pro- We have four more pieces of writing on last sentence; anything else I might mention gram that creates NPCs, and some utility hand from Gary Gygax — enough columns would be more of a pipe dream than a plan. programs designed to make the DM’s life to carry us through April, at least — and We hope all of these predictions will come easier. his promise to try to produce even more true, but keep in mind what they say about Another 3-D presentation is in the works, material. We’re accumulating articles for the best-laid plans of mice and men — that as sort of a followup to “Great Stoney” in special packages on the ranger and the applies to magazines, too. issue #86. No, it’s not another castle; the druid, we‘re trying to find room for a long next paper sculpture will be in 25mm scale, article on AD&D adventuring in the Land usable with miniatures. of Oz, as well as an even longer article: the For our other middle-of-the-book special Arcane Wisdom supplement that players of features, we’ll keep producing the best the DRAGONQUEST™ game have modules and games we can find. The re- awaited for so long. Articles on Limbo and

D RAGON 21 Gods of the Suel pantheon Last of the series: Lydia, Bralm, and Jascar by Lenard Lakofka

LYDIA tion for her, and she is only 0-9% (d10-1) likely to not know the answer to an exacting Goddess of Music, Light, and Daylight question in any of those fields. All other fields of knowledge are considered as minor Lesser Goddess fields to her, and she has the usual chance to know the answer to a question (see DMG, ARMOR CLASS: 5 (but see below) pp. 31-33). MOVE: 12” In recognition of a specific service done HIT POINTS: 120 on her behalf, Lydia will allow a loyal and NO. OF ATTACKS: 1 faithful follower to receive an answer to one DAMAGE/ATTACK: Variable (see below) question; however, she will only communi- SPECIAL ATTACKS: See below cate in this manner with a follower (cleric or SPECIAL DEFENSES: See below otherwise) who is neutral good. The answer MAGIC RESISTANCE: 60% (but see she gives will generally be complete and below) exact, but she might withhold information SIZE: M (5’8” tall) that she deems it unwise for the questioner ALIGNMENT: Neutral good to know. Also, she does not appreciate WORSHIPERS’ ALIGNMENT: Good greedy questioners whose requests for infor- musicians, sages, and scholars mation are too broad. If she decides, upon SYMBOL: A spray of vivid colors hearing a question, that she cannot give a PLANE: Elysium complete answer to it in two minutes of CLERIC/DRUID: Nil talking, she will offer no reply at all and will FIGHTER: Nil immediately break off contact with the M-U/ILLUSIONIST: As if 20th level questioner. in each (see below) A commune spell cast by one of her cler- THIEF/ASSASSIN: Nil ics is special and powerful; only three ques- MONK/BARD: Sings as a 20th-level bard; tions are allowed, but if she is addressed also has sage abilities directly, Lydia will answer all three ques- PSIONIC ABILITY: VI tions fully and willingly, subject to the gen- Attack/Defense Modes: Nil eral restrictions described above; note that S: 15 I: 23 W: 23 the questions are not limited to those that D: 15 C: 15 Ch: 21 can be answered with a simple “yes” or “no,” but (as described above) only a cleric Lydia appears as an old but dynamic of neutral good alignment can commune human female with long, white hair and directly with the goddess. Lydia prefers to clear blue eyes. She wears a long white not be communed with by the same cleric gown trimmed in gold and silver. Lydia more often than once per week; using the uses no weapon, but can instantly cast a spell more frequently than this will cause color spray or prismatic spray once per her to give incomplete answers or (proba- round as often as desired. She wears no bly) no answer at all. If the commune privi- armor, but is constantly surrounded by a lege is abused to the extreme (such as spherical wall of force that allows her spells asking repeated questions day after day to pass through it, but cannot itself be af- about the same subject), Lydia may become fected by anything short of a disintegrate so displeased that she reduces the offender spell. If her sphere of force is brought down, to first level and expels the character from it will re-form exactly 8 segments later. her clergy. Of course, the commune spell Even if her protection is broken through, can also be used to contact a minion or she is immune to any spell of less than the agent of the goddess instead of communicat- 5th level of power, regardless of the level of ing directly with Lydia. When used in this the caster. manner, the commune spell can be used by In addition to these special magical acting as a triple-strength chant spell that a cleric of any good alignment, and the powers, Lydia can cast a limited number of will remain in effect for one hour after she magic acts normally: one question per level magic-user or illusionist spells each day, stops singing, provided that she sings for at of the questioner, but only questions that each at the 20th level of effectiveness. She least one round to activate the power. can be answered with a simple “yes” or can use any 1st-level spell as often as de- Despite all of the foregoing, Lydia’s main “no” will be responded to. sired, plus a total of 10 2nd-level spells and attribute is her ability as a sage. She has Lydia does not come to the Prime Mate- five 3rd-level spells per day, at the maxi- three major fields of knowledge: human- rial Plane, but gathers information about mum rate of one spell per round. kind, demi-humankind, and supernatural & the happenings on that plane from her Her singing ability overrides the effects of unusual. Every category in each of those clergy. When her clerics pray to her (or her any other sound, even drums of panic, fields is treated as a category of specializa- minions) for replenishment of spells, they

22 DECEMBER 1984 are required to give information as well as personally answer any questions posed to At lst, 2nd, and 3rd level a cleric of receive it; to serve this purpose, they must her by them. Lydia receives detect magic as a bonus spend an extra 30 minutes in prayer each Clerics devoted to the worship of Lydia spell; at 4th level, augury is added; at 6th day, over and above the time they would are usually (80%) female. They wear white level, divination; at 8th level, locate object; normally take to acquire spells. Lydia is vestments trimmed in gold and silver. Even and at 12th level, commune. These bonus worshipped by many sages, and on occasion at the lowest of experience levels, clerics of spells are cumulative so that a cleric of 12th will answer their questions as well — but Lydia are entitled to additional knowledge; level can gain all five spells in addition to note again that any character who wants to she will permit them one or more “knowl- her usual ones. receive answers or information directly from edge spells” over and above the spells they Lydia has few churches in the Flanaess, the goddess must be neutral good. Lydia are normally allowed. These spells must be except for five that are notable. These are will accept praise and worship from those of prayed for in the normal manner, and each located in Lo Reltarma, Niole Dra, Gryrax, other good alignments, but she will not of them can only be used once per day. Nellix, and Pitchfield.

BRALM size, a giant wasp, or a giant scorpion. In any of these forms, she retains her normal Goddess of Insects and Industriousness hit points and armor class but otherwise has the full powers of the creature changed into. Lesser Goddess She is immune to all effects of wands, staves, and rods (even her own staff of ARMOR CLASS: -2 striking, should it ever be used against her), MOVE: 14”/35” and is not affected by any poison that is HIT POINTS: 170 even partially derived from insects. NO. OF ATTACKS: 1 She possesses the psionic disciplines of DAMAGE/ATTACK: 4-40 +10 strength animal telepathy, precognition, suspend bonus animation, and molecular rearrangement, SPECIAL ATTACKS: See below and uses each of them at the 20th level of SPECIAL DEFENSES: See below mastery. MAGIC RESISTANCE: 60% Bralm never uses any spell related to fire, SIZE: M (5’2” tall) but can freely select from all other druid ALIGNMENT: Neutral (lawful and evil spells. Some of her spells are more potent tendencies) than others; the following magics operate as WORSHIPERS’ ALIGNMENT: Lawful, though she were 20th level for the purpose but seldom lawful good of duration, area of effect, and range: sum- SYMBOL: Giant wasp in front of a swarm mon insects, repel insects, dispel magic, of insects wall of thorns, and creeping doom. PLANE: Acheron CLERIC/DRUID: 14th-level druid FIGHTER: 16th-level ranger M-U/ILLUSIONIST: Nil THIEF/ASSASSIN: Nil MONK/BARD: Nil PSIONIC ABILITY: IV (200 str. pts.) Attack/Defense Modes: All/All S: 22 (+4,+10) I: 19 W: 19 D: 17 C: 18 Ch: 14

Bralm appears as an ordinary human female about 50 years old. She can sprout insectlike wings in one melee round and retract them at will. She only shows her wings if she wants to fly immediately, or if she senses danger nearby. She fights with a special staff of striking that is +4 to hit due to magic and +4 more because of her strength bonus. It will deal out 4-40 points of damage per hit, +10 more because of her strength. Any wooden object she touches with the staff must make a saving throw vs. disintegration or crumble into nothingness. Only Bralm can safely wield this staff; all others will take 2-20 points of damage per round whenever they the giant insects in such a swarm to attack a touch, grasp, or carry it. specific target within the area of effect of the As often as three times per day, Bralm plague, or to just defend her body from can cast a special insect plague (over and attack. If the giant insects kill a specified above her normal spell allotment) that will target, they will disappear from the swarm, always contain 4-24 giant insects of some leaving only the normal-sized insects that type(s). No insects will ever harm her; thus, normally make up the content of an insect one of her favorite tactics is to engage in plague. combat while in the middle of an insect Whenever she desires, Bralm can shape- plague of this sort. She can command all of change to the form of an anhkheg of largest

D RAGON 23 Members of Bralm’s clergy dress in robes When they attain high levels, her clerics gained (cumulatively) are as follows: 9th of dull brown or yellow speckled with nu- can employ a limited shapechange ability level, giant warrior ant; 11th, giant wasp; merous insect designs. Her clergy are never once per week for a maximum duration of 14th, giant scorpion; and 16th, anhkheg. druids, but she can grant them druid spells one hour. As compensation for this benefit, Bralm is worshiped mainly in hot re- instead of their cleric spells, up to as many clerics of Bralm must earn an extra 5% of gions, especially in Hepmonaland and the substitutions per day as the level of the the normal amount of experience points Vast Swamp; also, those who remain of the cleric. However, she cannot grant the use of needed to rise to 9th level and each level Suel peoples in the Sea of Dust hold her in any spell (cleric or druid) involving fire. higher than that. The shapechange powers high esteem.

JASCAR God of the hills and mountains and duration were operating. In addition to the spells he can use by virtue of his level as Lesser God a cleric, he can cast stone to flesh or its reverse at will, and can also employ any ARMOR CLASS: -8 magic-user spell or druid spell involving the MOVE: 24“/48” (see below) earth at the 20th level of effectiveness. HIT POINTS: 240 These spell powers can be called upon as NO. OF ATTACKS: 2 often as once per round. DAMAGE/ATTACK: 3-30 +8 strength He can mold and re-form unworked earth bonus (smoothing out or roughing up an area of SPECIAL ATTACKS: See below terrain, making a mountain easier or more SPECIAL DEFENSES: See below difficult to climb). However, he will not MAGIC RESISTANCE: 100% while (and, in fact, cannot) employ this power standing on the earth, 30% otherwise against subterranean openings such as SIZE: M (6’4” tall) caves, caverns, or tunnels, either to collapse ALIGNMENT: Lawful good them or make them larger. Once he re- WORSHIPERS’ ALIGNMENT: Lawful forms an area of land, it cannot be changed good and neutral good by him again. SYMBOL: A snow-capped mountain peak Jascar is immune to all petrification PLANE: Seven Heavens attacks and cannot be affected by attacks CLERIC/DRUID: 20th-level cleric; from stone giants, clay golems, stone go- also see below lems, animated stone statues, or any crea- FIGHTER: Nil tures native to the elemental plane of earth. M-U/ILLUSIONIST: See below Any such creature with at least low intelli- THIEF/ASSASSIN: Nil gence will immediately realize that such MONK/BARD: Nil attacks are pointless, and will not attempt to PSIONIC ABILITY: VI strike him. All creatures from the elemental Attack/Defense Modes: Nil plane of earth must obey him, except for the S: 20 (+4,+8) I: 18 W: 24 most powerful elemental bosses, who can be D: 18 C: 18 Ch: 18 sent back to their home plane without a saving throw if he commands it. Jascar appears as a powerful man with a Jascar can shapechange into any of three long, brown beard and long hair. He wears forms as he desires, attacking as a 20 HD a magical breastplate made of silver that monster in these forms while retaining his gives his entire body armor class -8. He normal hit points and armor class. He can wields a hammer that does 3-30 points of become a gigantic heavy warhorse (MV damage, plus his strength bonus, on each 24”, D/Att l-12/1-12/2-16), but in this form hit. In addition, it has the power of a mace will seldom bear a rider. He can become a of disruption when used against undead pegasus (MV 24”/48”, D/Att l-8/1-8/1-3). creatures — on a hit, they are automatically And, he can become a xorn (MV 9” (24”), turned as if by a 12th-level cleric, and if not D/Att 6-24/6-24/6-24). destroyed they suffer double damage from Jascar is on friendly terms with Phaulkon the strike. Jascar can throw the hammer up (see DRAGON® issue #87), and the two to 500 feet, with the same chance to hit a often work in concert to foster the cause of target as if he were holding the weapon. good on Oerth. The hammer will not return to him auto- Places of worship devoted to Jascar are matically, but cannot be picked up by any always made of stone; the main chamber is other character or creature without harm. often below ground, sometimes in a natural Non-good characters who touch the ham- usual damage of 3-30 points (plus strength) cave. Temples to Jascar are often shared mer will suffer the effects of a death spell in bonus, if any) but does not exercise its with Phaulkon’s clergy, and vice versa. each round that it is touched or held, with a disruption effect when used by anyone other However, a temple consecrated solely in the saving throw allowed. If the save is made, than Jascar. name of Jascar can obtain special protec- the offender takes 3-18 points of damage, Jascar's body radiates a constant protec- tion. The head priest of such a temple, if of and this amount of damage is suffered tion from evil aura in a 20-foot radius. He 9th level or higher, can pray for this protec- automatically by any creature immune to can dispel this aura at any time (to allow a tion. If Jascar grants the request, the temple the effects of a death spell. Creatures of any foe to approach prior to combat) and reacti- is rendered immune to earthquake or disin- good alignment who touch the hammer will vate it in 1 segment at will. tegration magic — unless the temple’s altar take 2-12 points of damage, save for half Jascar has the ability to move through the is defiled. damage. Any creature willing and able to earth (including stone-formations but not Members of Jascar’s clergy dress in wield the hammer will find that it does its lava) as if a phase door of unlimited length earth-tone garments, usually browns and

24 DECEMBER 1984 grays. During ceremonies, they wear head- resist the change; however, artifacts and dresses of white cloth or white-colored metal relics will not be shapechanged in any caps. Clerics of Jascar carry either a small event. hammer or a small pick (not usable as Upon reaching 11th level, a cleric of weapons) as a holy symbol. They are usu- Jascar gains the additional ability to shape- ally human, but some dwarven and gnome change into a Pegasus that can fly at a 48” clerics devoted to Jascar do exist. movement rate; all other particulars regard- Beginning at the 5th level of experience, ing combat are the same as for the heavy clerics of Jascar obtain special benefits. At warhorse described above, and the cleric’s this level, they begin receiving a cumulative gear changes in the same manner. The +l bonus to their saving throw vs. petrifica- pegasus can speak in the language(s) known tion until it reaches the point where only a to the cleric, and can cast any spells known roll of 1 will cause the save to fail. Thus, the by the cleric of the 4th level of power or save vs. petrification is 11 at 5th level; 10 at lower — as long as the spell has only the 6th level; 7 at 7th level; 6 at 8th level; 5 at cleric’s holy symbol as its material compo- 9th level; 3 at 10th level; and 2 at 11th level nent, or has no material component at all. and higher. The maximum duration for either shape- Upon reaching 7th level, a cleric of Jascar change is 1 hour per level of the cleric, and gains the ability to shapechange into a only one change of either sort can be made heavy warhorse (MV 15”, D/Att 1-8/1-8/ per day. 1-3). The cleric retains his normal hit points As compensation for these special bene- and armor class, and in this form attacks as fits, clerics of Jascar must earn an extra 5% a monster of as many hit dice as the cleric above and beyond the usual number of has levels. The horse cannot speak or cast experience points needed to rise to 5th level spells. Any gear worn or carried by the and each level thereafter. cleric that is affected by the shapechange is Jascar is worshiped in the mountains and turned into tack, harness, saddle, saddle- hills of the Flanaess, especially in the Flinty bags, etc. Magical items, except for armor, Hills and the hills and mountains within the obtain a saving throw of 14 to see if they Iron League.

Thus ends our ongoing presentation of the gods of the Suel pantheon. For readers who are interested in obtaining all 16 deity descriptions, other installments of the series were published in issues #86-90 of DRAGON® Magazine. Also see issue #86 or #87 for a listing of standard abilities of all deities, in addition to the powers described in the text for each individual.

D RAGON 25 Let the horse buyer beware Separating the stallions from the swaybacks by Robert Harrison

In the real world, a horse buyer usually buyer who is willing to pay can be more example, for a heavy warhorse of good has a good idea of what kind of horse he is certain of getting the type of horse desired; quality, roll 2d4 three times and add 3 hit buying in terms of quality and training, and a trained warhorse of high quality devel- points to the total; for a heavy warhorse of pays an appropriate price. In the world of oped under these rules is likely to be a excellent quality, roll d6 three times, add 6 the AD&D®game rules, however, this is not better-than-average mount (and far more hit points to that total (for the “+2” part of the case. Characters may specify the size of expensive than average, too). Conversely, a the hit die type), and finally add 3 more hit horse they want to buy, but after that character with little money can buy a poor- points to bring the total up to the required they’re at the mercy of the dice. This state quality, badly trained mount for a mere 3+3 hit dice. of affairs seems unnecessarily oversimpli- pittance. Note that the standard prices for Finally, a horse’s actual movement rate fied, especially since the mounts of a warhorses given in the Players Handbook should be calculated by adding the amount medium- or upper-level party (which are now become the prices for average horses of shown (which may be negative) to its base often considerably weaker than their riders their size class with basic training movement rate in scale “inches.” in both hit points and armor class) can be one of the adventurers’ most vulnerable I. Size Hit die points in a wilderness encounter. A warhorse’s size determines its base Quality Price type Move The following rules are intended to allevi- price, hit dice, base movement rate, Poor -50% d6 +(2d4-6)” ate this problem by providing for variable damage/attack, and encumbrance capabil- Average — d8 +(2d4-5)” price and speed, and by linking a horse’s hit ity, just as in the Players Handbook and Good +100% 2d4 +(2d4-4)” points to its quality. Using this system, a Monster Manual. However, its price, type Excellent +200% d6+2 +(2d4-3)” DM can ask a player to specify the size and of hit die rolled, and actual movement rate Superb +400% d4+4 +(2d4-2)” quality of horse desired by the character, will all be influenced by its quality (as seen and then can quickly calculate its price, hit in the section following this one). III. Training points, and movement rate. In general, a A horse can have any of live different Base Base Dam/ Encum. levels of training — none, broken, basic, Size price HD move Att cap. skirmish, or combat. Any horse can be Light 50 2 24” 4/4/- 3/5 broken, but only actual warhorses can Med. 125 2+2 18” 3/3/6 4/6.5 receive basic or higher levels of training, Heavy 200 3+3 15” 3/3/8 5/7 which represent true battle training. Horses Prices given are in gp, and are for broken encountered in the game can generally be but otherwise untrained horses. assumed to be broken, unless captured in Damage/Attack figures are expressed in the wild or bought from a character who terms of maximum damage, from a die of deals in newly captured horses. the given type; for instance, a medium The time required for each type of train- horse does damage of 1-3/1-3/1-6 on its ing applies to any horse that a character hoof/hoof/bite attacks. already possesses and wishes to have Encumbrance figures are in thousands of trained, but is assumed already to have gp of weight, and represent the maximum passed when a character buys a trained possible load the horse could carry at nor- horse. (If the training of a previously mal movement/half movement. For exam- trained horse is upgraded, the cost and time ple, the encumbrance capacity of a medium of the earlier training may be subtracted warhorse is 4,000 gp at its normal move- from that of the new training.) ment rate and 6,500 gp if it only moves at The panic & spell failure column in the half its normal movement rate. following table shows the percentage chance that the horse will become unmanageable in II. Quality a crisis situation (as defined in the Monster Horses of five different quality ratings — Manual). I allow spellcasters specially poor average, good, excellent, and superb trained in horsemanship to cast spells from — can be found within each size class. A horseback, so I also use this percentage as horse’s quality affects its price and its move- the chance that the caster will be jostled by ment rate, and also determines the type of the horse in a manner sufficient to cause hit dice rolled. When calculating a horse’s spell failure (with potentially interesting selling price, the DM should start with the consequences). base price for its size class and then, based Panic & on its quality, add or subtract the percent- Type of Time cost spell age of this price shown in the following training required (gp) failure table. None — — 100% The horse’s actual hit points should then Broken 2d4 days 5/day 90% be determined by rolling the type of die or Basic 2d4 wks. 20/wk. 40% dice shown (based on the horse’s quality) Skirmish 2d4 mos. 100/mo. 10% for each hit die the horse receives. For Combat 5d4+12mos. 100/mo. 3% 26 DECEMBER 1984 D RAGON 27 by Ed Greenwood

From the Trail Notes of Raujur the Ranger:

Ettins, commonly known as the “two- headed giants,” are a brutish, aggressive race of carnivores who dwell in caverns, disused mines, and the like, emerging to raid the upper world only by night. They hunt prey well in darkness1 and subsist on raw flesh of all sorts; however, only rarely do they fight among themselves, and an ettin will only eat the meat of its own kind if it is badly wounded or sorely in need of nourishment, and no other food supply is readily available. As befits their crude and cruel behavior, ettins will typically hammer their food to a pulp, either with a weapon or by flailing the carcass against rocks, before eating it. Ettins are largely solitary; they have no particular preference for the company of any other creature type, and the feeling is apparently mutual. A mated pair will typi- cally stay together after mating until the offspring is born and has grown to self- sufficiency. Otherwise, ettins will only sel- dom gather together and live in small groups, in circumstances where an individ- ual shows itself to be more strong-willed or more intelligent than others of its kind. Members of the leader’s group will cooper- ate with the leader, and among themselves, as long as they perceive some gain from doing so. If the leader of such a band leaves, or is killed or discredited, the group will dissolve and each member will go its own way. Ettins are generally stupid, but can be cunning in matters of chasing, ambushing, and fighting prey. They are wary of all other creatures — even other ettins — and slow to trust. One fact known by everyone, of course, is that ettins have two heads. This strange property affords them some obvious benefits in combat situations; fortunately, however, their low intelligence prevents them from taking full advantage of this “blessing.” The head on the right-hand side of an ettin’s body is always dominant; despite folk tales and ballads to the contrary, an ettin never “argues with itself.“2 Also contrary to cer- tain legends, an ettin cannot regrow a lost head; however, a one-headed ettin is well able to survive its loss and carry on a nor- mal life, albeit without the aforementioned combat advantages and most probably

D RAGON 29 without receiving any trust or respect from to display their hunting prowess and tics; ettins know nothing of honor, fairness, its fellow creatures, who will look upon the thereby prove themselves attractive to a or truces. one-headed ettin as deformed. The former prospective mate; females may gain their But the two-headed ones are not impru- disadvantage is minimal in most cases, since finery from prey they vanquish, or as gifts dent, and will not take on obviously supe- even a one-headed ettin is a formidable foe from male ettins during the crude courtship rior foes if escape is possible. They will in physical combat. The latter disadvantage ritual they practice. bargain with all intelligent prey if they think is not considered important either, because Aside from the uses described above, more food will be gained by doing so — but such creatures generally do not solicit or ettins keep treasure to bargain with and to if the bargaining gets unpleasant or frustrat- value the trust of their fellows in any event. purchase the services of others for specific ing, they may abruptly decide that a snack Typically, these creatures are not espe- tasks, such as hiring a band of orcs to build in the hand is worth a feast in the bush. At cially fluent in any single language, but use a wall or a trap near an ettin lair. any rate, ettins do not feel bound by agree- a smattering of words and expressions from An ettin has pink to brownish flesh, with ments reached by bargaining — they seek whichever tongues are most predominant in calloused hands and feet that carry a yellow- only to get what they want, and as much of their vicinity — usually orcish, goblin, and ish tinge. Its complexion often looks darker it as possible, while incurring the least risk the common speech. Most of them know at than it actually is, because the creatures are to themselves. least a little of the chaotic evil dialect, and habitually covered with dirt and filth. The Ettins worship a deity that is similar, or ettins often consider this their “own” lan- clothing of an ettin, if such a term can be identical, to the one the hill giants know as guage. In some areas of the world where used, comprises nothing more than Grolantor, though they usually do not call ettin populations have established them- scraggly, filthy animal-skins. The creatures the deity by this name. They view their selves and resided for a long time, the crea- care nothing for the appearance or odor of deity as a gigantic ettin of great intelligence tures have developed a debased dialect of such garb, and wear it only for the warmth and wisdom (as well as superior fighting the orcish tongue into a language that can and comfort it affords them when sleeping prowess) whose two heads enable him to truly be called their own.3 on cold, rough stone. Such garments never maintain an eternal vigilance against all A female ettin will bear a single offspring have sleeves or other accessory parts, for who would seek to subjugate or destroy the seven months after mating, and such young ettins don’t want to be hampered in a chase ettins. The similarity of their deities sug- typically grow to full size in little more than or a battle by mere sleeping-furs.5 gests that ettins and hill giants had some a year.4 Female ettins are always long- Ettins have no finesse, or the desire to common social or cultural aspects at one haired, and generally more full-bodied than have any, when it comes to physical combat. time, but the two species have no affinity the males, whose frames are relatively gaunt They fight with crushing and battering for each other nowadays. It is possible that and wiry except for the exceptionally broad weapons such as spiked clubs and iron bars. ettins and hill giants came from the same shoulders which are (for two obvious rea- They have been known to throw rocks6 if no stock, given their common religious back- sons) a hallmark of the species. Neither the other weapon is immediately at hand, and ground and their larger-than-human size, male nor the female takes any care over they will not hesitate to rip apart furniture but ettins on the average are substantially personal appearance, but females like to or uproot small trees to fight with. Their taller and thinner than hill giants. In facial wear jewelry as a status symbol — perhaps outlook on combat is as crude as their tac- appearance and body structure, ettins seem more closely related to orcs — yet that species only grows to half the size of ettins. And, of course, neither orcs nor hill giants have two heads; because of this unique anomaly, it is quite likely that the genetic background of the ettin will never be fully known. As my friend and fellow ranger Athscar puts it: “An ettin is a nasty brute — mur- derous in a face-to-face fight if one is un- lucky, injured, or weighed down, but easy prey to a well-armed band of three or more who keep their wits about them and meet the monster on ground of their choice.”

Notes 1. Ettins have keen senses, well adapted to night hunting: infravision out to a 9” range, and a sense of smell sufficiently developed to distinguish animal, unusual, and specific, known-to-be-dangerous scents from those of the surroundings within 3”. They dislike sunlight or other strong light (continual light, but not a torch or a light spell) intensely, but it does not harm them or impair their fighting abilities. The dislike comes from habit and conditioning, and their self-preservation instinct; they inhabit darkened, hidden places because of their solitary nature. They greatly prefer to hunt at night so as to take full advantage of their keen senses, and to reduce the chances that they themselves will be set upon by adven- turers or other adversaries. Apparently, the orcish strain in their makeup is not strong enough to require them to fight at a penalty in lighted areas.

30 DECEMBER 1984 2. The ettin derives some unusual protec- If the ettin’s dominant head is destroyed doned by its parents or simply treated as tion from its dual brains. Spells of mental or severely damaged in a fight, the creature another member of the group. control, such as sleep, fear, and any charms will be confused for 1-6 rounds, after which 5. The skins worn by an ettin are un- or hold spells, will not completely affect an time the single functioning head will gain cured and rotting, and typically carry para- ettin unless two spells of the same type are control of the “opposite” arm — but that sitic diseases; see the DMG under this cast upon it, either simultaneously or one arm will only be capable of wild (empty- heading. after the other so that both spells are in handed) flailing until the ettin learns to 6. Rocks thrown by an ettin do 2-12 effect at the same time. Of course, both control both arms with its single head. This points of damage per hit, with range figures spells must succeed; for magics of this sort process takes 1-2 months to run its full of 2”, 4”, and 6”; each arm can throw one against which a saving throw is allowed, course, after which time control is perfect rock per round. Note that this is not an each head is entitled to a save against one of and both arms can attack normally. Damage ettin’s preferred attack mode, and the mon- the spells. If one but not both spells suc- figures for both arms (2-16 for the left, 3-18 ster will always use some sort of hand-held ceed, the unaffected head will assume con- for the right) will not change, regardless of weapon if one is available. trol of the body without pause or internal which head is controlling both of them. 7. See the DEITIES & DEMIGODS™ struggle, and the affected head will be held Because of its low intelligence, an ettin Cyclopedia for details of Grolantor. The powerless until it regains its normal state (at saves against all types of illusions at -1 — deity is usually known by a slightly different the expiration of the spell’s duration). If the but each head is entitled to a saving throw, name, such as “Grolettinor” or “Grelinor,” affected head is the dominant (right-hand) and if one or both of them are unaffected by among the ettins that revere or worship this one, it will immediately resume “control” the illusion, the ettin will be enraged at such figure. A very few ettins rise in service to after returning to normal. During this time a trick, not bewildered at its occurrence, their deity to become 3rd-level shamans; see of powerlessness, the arm closest to the and will angrily seek out its perpetrator. the DMG. p. 40. for details on what spells affected head will hang limp and useless; it 3. Any creature who is conversant in are available to them. will not drop anything it is holding, but orcish will be able to understand 60% of cannot consciously use or wield such an what is said in this “ettintongue.” Ettins object and could (under the right circum- often howl and slobber in bestial rage when stances) be easily disarmed or disengaged in pain or frustrated by nimble foes. Got a question about an article? A from the object by the application of some 4. The offspring of a pair of ettins has no subject you’d like us to cover — or force (a list or weapon blow, for instance) combat ability until it attains six months of not cover? What do you think of the against either the arm or the object. age. From that time until it reaches one magazine you’re reading? Drop us a Note that repulsion, mass charm, psionic year old, the young ettin is size M (5’ tall) line at “Out on a Limb,” P.O. Box domination, and other “group-effect” ma- with 4 HD and does roughly half damage 110, Lake Geneva WI 53147. We’ll gics and powers will affect both heads of an on an attack with either arm — 2-8 (2d4) read every letter we get, and we’ll ettin upon a single application; if a saving with the left and 3-8 (ld6+2) with the right. select certain letters of general in- throw is allowed in such a case, the creature At the age of one year, an ettin is quite able terest for publication — maybe even is only entitled to one. to fend foritself, and will either be aban- yours!

D RAGON 31

Pages from the Mages III Four more magic books, courtesy of Elminster by Ed Greenwood

It’s possible to wheedle things out of Aubayreer, thieves broke into the royal close as 6” below the focus and within the Elminster — I’m learning ways and means libraries. Several were slain by the guard- 3“-diameter area of effect will take 1-10 of doing so rapidly. The old sage called me a ians and protective magics of the place, and points of damage. Only fragile items within “smooth-tongued snake” when he was in these indeed kept the more powerful tomes this area (from 3”+ to 6” beneath), such as his cups during his last visit, so perhaps he’s safe, but the workbook was stolen. It van- glass or parchment, must make a saving becoming reluctant to reveal more about the ished into the debatable lands east and throw. Creatures that fly more than 6” magic of the Realms — but I did manage to south of Aglarond, and no definite trace of beneath the focus in the area of effect may coax out of him details of another four it has been found since, although reports of be struck by hailstones and thereby made mystic tomes, and here they are. the activities of several mages (notably aware of the spell effect, but these stones Nuzar of the Seven Curses) have hinted will have no appreciable force and will do that they have perused Aubayreer’s Work- no damage. book, or at least copies of the two spells Aubayreer developed which end the work. Phase Trap (Alteration) That the book still exists is attested to by Level: 4 the unceasing efforts of the royal house of Range: 2” Aglarond to recover it. The present ruler, Casting Time: 3 segments the shapeshifting Mage-Queen known as Duration: 1 round/level “The Simbul,” is known to have slain the Saving Throw: Neg. wizard Thanatus and to have ransacked the Area of Effect: One creature libraries of the school of magic at Mirrorstar Components: V,S,M in her attempts to seize the workbook. Explanation/Description: With a word, a Aubayreer’s lone apprentice, the now- gesture, and the casting of a small transpar- dead mage Nytholops, set down in his ent colorless gem of not less than 50 gp Chronicles the contents of the workbook, value into the air (where it is consumed), for it was from this book (and no other) that the spellcaster affects any one target crea- Aubayreer taught him the Art. ture possessing the ability to phase-shift (= There are (or were) 18 faces of folded become astral or ethereal) that is within a bark in Aubayreer’s Workbook. The fore- 2” radius. (If no such creature is present, most is usually blank; it served as a surface nothing will happen, and the spell and gem for various protective magics (explosive are lost.) If the creature fails to save vs. runes, symbols, and the like) when desired. spells, it is forced into its opposite phase and Aubayreer’s Workbook The next 14 surfaces contain the spells read magically held there for the duration of the magic, burning hands, dancing lights, spell. An encountered phase spider, for Appearance enlarge, identify, light, message, write, ESP, example, that was “in phase,” physically This book is fashioned of a long strip of wizard lock, dispel magic, explosive runes, attacking, at the instant of the caster’s com- green hiexel bark, folded and refolded upon fireball, and extension I. Then follow three pleting the casting of a phase trap, would be itself accordion-fashion. It is bound, pro- special spells — hailcone (Aubayreer’s forced “out of phase,” and thereby unable tected, between two rectangular pieces of version of ice storm), and two unique spells, to attack, until the expiration of the spell. If oiled wood held together with hempen cord. Aubayreer’s phase trap and thunderlance. it was out of phase (ethereal) when affected, Upon one of the boards is carved a rune, it would be forced back into phase and be thus: Hailcone (Evocation) vulnerable to physical attack at normal “to Level: 4 hit” odds, until the spell was exhausted. Range: 1”/level This spell will affect creatures employing Casting Time: 6 segments spells or natural powers, and is effective and by this rune the work can be identified Duration: 1 round against blink and dimension door, halting as that of the mage Aubayreer. Saving Throw: None creatures employing either completely and Area of Effect: 3” diameter cone forcing them “into phase” on the Prime History and description Components: V,S,M Material Plane. Creatures who can adjust Aubayreer was a mage of the Dalelands Explanation/Description: The spellcaster, the molecules of their bodies lose all such in the first days of settlement, and later by use of a pinch of dust (a grain or two of powers while phase trapped. These powers sailed east to what is now Aglarond, where sand will suffice) and a few drops of water, include the xorn’s and xaren’s pass through he founded a sorcerous ruling dynasty that causes large (two-inch and greater diame- stone ability, plus the psionic powers of continues to this day. The many works ter) hailstones to rain down in a conical body weaponry, etherealness, and dimen- Aubayreer made while High Mage of area, from a focus 3” above a surface or sion door — but NOT dimension walk or Aglarond, and later Mage-King, are kept desired target downward in a cone opening abilities that affect the molecules of other securely in the libraries of the palace there, to 3” base diameter. Creatures within the things, such as molecular agitation and but the original workbook Aubayreer devel- area of effect suffer 3-30 hit points of dam- molecular rearrangement. After the expira- oped as an apprentice to the mages of the age, and exposed items must save versus a tion of a phase trap spell, such powers will Covenant (see below) has been lost. crushing blow to remain undamaged. If the return, unless their own duration had Early in the reign of Lurskas, grandson of spell is cast in midair, creatures that fly as elapsed while the phase trap was in effect.

34 DECEMBER 1984 A target creature that is plane shifting, potential victims are regarded as having a teleporting, or using transport via plants, base armor class of 10 (before any dexterity phase door, or pass plant spells is unaf- adjustments); the blow of the lance is trans- fected, but a creature in an extradimen- mitted through armor and shields, and the sional space of lesser, limited extent (such as presence of such protection does not benefit someone embodied in a rope trick spell or a the target of a thunderlance attack. How- portable hole) will be forced to appear and ever, the bonuses of magic armor and remain on the caster’s plane for the dura- shields are not negated, and will improve a tion of the spell. target’s effective AC by the amount of the Xorn and xaren, and any such creatures bonus. that can “phase” their way through solid The damage of the lance is a physical matter, save versus this spell at -2. Note blow, as opposed to (for instance) a dis- that the spellcaster need not know or have charge of electricity. It is fully effective seen the precise location of a creature, or against creatures that are resistant or im- even be certain of its presence, to affect it. mune to either blunt weapons or edged If more than one eligible target is within 2”, weapons (since the lance is actually neither the phase trap will affect one of them at of those). random — unless the caster perceives only The touch of a thunderlance destroys a one such creature before or while casting, in shield spell, wall of force, or minor globe of which case that creature will be affected. invulnerability but the lance itself dis- A creature possessing the potential to charges (vanishes, without damaging any- become astral or ethereal can be affected by one) upon such contact. Stronger protective a phase trap if in range when it is cast. The spells (such as anti-magic shell) will also the most useful defensive spells he could affected creature will be unable to effec- cause the lance to discharge, but will them- provide for the continued safety and secu- tively exercise such powers until the spell selves withstand the shock of its strike and rity of his beloved city in the years to come. wears off — regardless of how far the crea- remain in existence. A lance penetrates fire, But it never served so, for when Orjalun ture might move away from the caster. If water (including ice and snow), and electri- gave his staff of office to his chosen succes- the affected creature is a spellcaster with an cal discharges of natural or magical (e.g., sor, Sepur, and left the city, Sepur revealed astral spell, for instance, the spell cannot be wall of fire, wall of ice) origin without dis- his true nature — taking the Arbatel and used while the victim is phase trapped — charging, and thus the caster may strike staff as his own, he also left that fair city. and any attempt to do so will ruin and through such phenomena at an enemy. Sepur’s fate is unknown, although the waste the spell. If the affected creature tries Anyone wielding a thunderlance (i.e., sage Alphontras recounts the finding of a to use oil of etherealness or any other phase- spellcasting is complete, but the lance has broken staff atop a lonely, scorched tor in shifting magic item, the magic will have no not yet discharged) cannot be harmed by the Trollmoors. The Arbatel is first identi- effect until the duration of the phase trap magic missile spells, regardless of what fied in the village of Longsaddle by Alphon- expires. direction these strike from — their force tras’s colleague Eelombur the Learned, who A creature on the Astral Plane when the passes harmlessly through the lance wielder observed it in the possession of the sorcerer phase trap is cast saves versus this spell at to be absorbed by the lance, increasing the Arathur Harpell. Arathur was later slain in +1; a creature on the Ethereal Plane or the damage it does (by 2-5 hp per missile) when a magical duel by the necromancer Prime Material Plane saves at normal odds. it discharges. This will not occur if the lance Marune, who held the Arbatel only briefly. wielder has some other magical protection Marune lost it somewhere in the winter Thunderlance (Evocation) against magic missiles. A lance does not snows when fleeing from the Lords of Wa- Level: 4 confer any protection against other forms of terdeep, and it must have changed hands Range: Touch magical attack, nor can it be passed to any several times in the following decade, for Casting Time: 4 segments other creature without discharging it — an many hints of it are found in various re- Duration: See below ally of the caster cannot wield the lance on cords of the North. Saving Throw: None the caster’s behalf. It is mentioned once in this period by the Area of Effect: One creature sage Maerlus, who is represented in the Components: V,S Letters to the Court of Elfrin (“Collected by Explanation/Description: Casting this Orjalun’s Arbatel the King’s Own Hand, being a record and spell brings into being a thin shaft of faint discourse most fascinating upon our lands grey, shimmering force extending 2” from Appearance and times”) by a letter he penned to the the caster’s pointing finger. This “lance” is This volume consists of nine plates of monarch, King Elfrin, wherein the weightless and intangible, but if any crea- beaten and polished mithril, stamped by the sorcerer-sage described a number of items ture touches or passes through any part of elvish smiths of Silverymoon with letters of of power known to be within Elfrin’s realm. it, the lance vanishes with a loud clap of the High Tongue, graven on small dies that In the letter, Maerlus describes several thunder, and the creature struck is dealt 4- are positioned on the page and then struck works and speculates on their locations; the 24 hit points of damage. The lance may be sharply with a hammer so as to leave their Arbatel, he says, is in the hands of the willed out of existence by its caster at any distinct impressions. The plates are pierced reclusive wizard Lios — unless Marune has time without any discharge or harm to the at he top and bottoms of their left sides (as overcome him and regained it. caster (although the spell is lost), and disap- they are read), and fastened together with Elminster believes that Marune did slay pears in any event if the caster dies, loses bronze rings. The work had an ornate Lios, but says that the activities of Marune consciousness, or begins to cast another case of stained wood and was carried from that time to the present reveal that he spell. wrapped in canvas, but these may well have has not recovered the Arbatel, despite his The caster can employ the thunderlance perished. repeated attempts to do so. Its recent and in many ways — held steady as a barrier present whereabouts are unknown. against some creature’s passage or as a History and description Orjalun was tutored by The Masked, tripwire, at ankle height, to stop a pursuer. Orjalun, the white-haired High Mage of most mysterious of the Seven Wizards of It is also highly effective when wielded as a Silverymoon in the early days of the North Myth Drannor, and two of the spells in the weapon; the caster can move his arm and (now believed dead), oversaw and took a book are believed to be of his tutor’s per- finger about to strike with the lance. In any large part in the construction of this work, sonal crafting: encrypt and secure (an im- combat situation against a thunderlance, designed to be a permanent repository for proved version of wizard lock).

D RAGON 35 The first and last plates of the Arbatel are mentally by the caster at the time of casting. written by others, regardless of time elapsed featureless, so as to reveal nothing of the Such a message will appear to all others as since the writing, and will be effective in contents within, but the seven interior an illegible, smudged area radiating a obscuring even runes deeply graven in plates bear one spell each (the method of dweomer. stone, or letters formed by patterns of col- scripting allows only one side of a plate to A cryptic message will remain until ored mosaic tiles. In such a case, the surface be used). These are, in order of appearance, erased magically, willed to disappear by the will appear faded, stained, discolored, or mending, charm person, encrypt, dispel caster (who may be at any distance, but even covered with a smoky, sooty deposit so magic, identify, guards and wards, and must be on the same plane to do so), or a that the message is concealed. As aforemen- secure. All of the commonly known spells in dispel magic is cast so that the message is tioned, no amount of physical cleaning will the Arbatel appear in the standard (Players within its area of effect. Weathering and reveal the concealed message. The figure Handbook) form, and the two unique spells other physical effects such as burning, given for range in the above text is the therein are reproduced below, from the scrubbing, or defacing the smudged area distance at which the caster can obscure a books of Vauth, another apprentice of The will not destroy the message as long as the message with the encrypt spell. Masked. actual surface It was written on survives A true seeing spell will reveal clearly the (encrypt can be safely cast on any reasona- outlines of an encrypt spell’s dweomer, but Encrypt (Illusion/Phantasm) bly stable surface, such as stone, wood, or will not allow the message to be read, unless Level: 4 paper, but not usually with success on mes- the viewer can deduce by the shape of the Range: 1” plus 1”/level sages scrawled in soot, dust, or snow); it dweomer what is concealed. Written or Casting Time: 4 segments (plus will still be clearly legible to those identified graven symbols can be encrypted, but magi- writing time) above. cal symbols or glyphs will be unaffected. Duration: Permanent The message does not glow or in any way And encrypt will conceal, but not harm, the Saving Throw: None attract attention to itself — an intended efficacy of protective pentagrams, thauma- Area of Effect: See below recipient may well not see it if not looking turgic triangles, and the like. Components: V, S, M for a message or not chancing to look in the If the caster of encrypt writes the message Explanation/Description: By means of right place. A message encrypted in a lan- to be concealed himself or herself, this this spell, a normal message containing up guage not known to the intended recipient writing must be done directly; the spell to 66 characters or letters (about fifteen is not made understandable by means of cannot cause it to be magically written from words) written on parchment, stone, or the this magic; nor will it magnify script too afar. The material components for this spell like can be made unreadable (even to ma- small for the recipient to read. The text of a are a pinch of dust or grey lint “fluff,” and gics such as comprehend languages, read spell may not be encryptically concealed, a feather, and are consumed in the casting. magic, and true seeing) to all but the spell- but writing related to magic such as spell caster, any being or beings named in the ink formulae, magic-item-command words, Secure (Alteration) message (regardless of the caster’s wishes in and directions for magical processes such as Level: 4 this regard) and a specific recipient being, enchanting a certain item or constructing a Range: Touch who must be named aloud and pictured golem may be so concealed. Casting Time: 6 segments No part of any message longer than the Duration: Permanent first 66 characters will be obscured or pro- Saving Throw: None tected by this magic — attempting to en- Area of Effect: 30 sq. ft. per level crypt such an overlong message would Components: V,S,M result in wastage of the spell; the entire Explanation/Description: By means of message could be read (or destroyed) nor- this spell, and employing a small piece of mally. Additional writing in the same area iron (or filings) and a tiny gem (or a like after the spell is cast will not affect an en- amount of gem fragments or powdered crypted message — thus, a second message remnants), the spellcaster can make a door, can be written on top of an encrypted one to chest, or portal secure. An object or area further conceal the former, without render- that is secured cannot be opened or passed ing the original message unreadable by through by any means except physical those for whom it is intended. Morever, destruction of the object or area, or by adding words or characters to a message dispel magic (or a limited wish, alter reality, known to be encrypted will not cause it to etc., so worded as to achieve the same ef- appear; the additions will remain clearly fect). Unlike one affected by a wizard lock, visible and the original will remain con- a portal that is secured cannot be passed cealed. Multiple encrypt spells cast on the through by magic-users of any level (includ- same or adjacent areas will not allow mes- ing the spellcaster), and can be passed sages longer than 66 characters to be con- otherwise only by avoiding it through as- cealed — rather, when a second encrypt tral, ethereal, or dimension-altering means spell is cast, the concealed message of the such as blink and dimension door. The first encrypt spell will vanish forever, re- dweomer will resist fire, cold, and electrical placed by the second message. “Adjacent” attacks of natural or magical origin without in this case extends to areas of effect that allowing any damage to the secured item or are up to 10 feet distant, so that different area. Thus, a closed and secured door will walls in a small room cannot be used to deflect a magical lightning bolt back upon encrypt multiple messages. Different sides its caster, and will escape unscathed from a of a wall or object cannot be used, either, fireball blast. Physical attacks upon a se- unless the distance separating them is more cured area will be ineffective — totally than 10 feet. Writing used in encrypted negated — for 1 round per level of the messages can be very large or very small, caster (beginning with the round after cast- written on walls, mountainsides, or even ing). At the end of this time, the secure spell small bones or slivers of wood, and still be remains, but no longer affords any protec- concealed so long as the maximum of 66 tion from physical attack. characters is not exceeded. When a secured area is touched, tested, Encrypt may be used to conceal messages or attacked in any way, it will flash with a

36 DECEMBER 1984 white radiance on all sides and surfaces of will discharge immediately upon comple- History and description the area. A knock spell is ineffective against tion, possibly harming the writer, his com- The true origin of The Scalamagdrion is a secured portal. Any spell, spell-like natu- panions, or other nearby creatures. A not known. It is first mentioned in the ral power, or magic item effect that attempts disintegrate spell that destroys a secured writings of the mage Hethcanter, who to alter the shape and nature of a secured area will have the effect of negating the owned the book in his youth. He does not area will be reflected back upon the caster/ secure spell. A glassee spell will have its mention how he acquired it, but does record user with full effects. If the power affects an normal effect on a secured area. Find traps that he gave the book to Hym Kraaven (one area rather than an individual, the user of will not reveal the presense of a secure spell, of the Seven Wizards of Myth Drannor) in the power will immediately become the but detect magic will reveal the extent of its payment for magical training. Shortly central point of the area of effect. Magical dweomer. Illusions and other spells of con- thereafter his writings end; Hethcanter is powers that are “reversed” in this fashion cealment can be successfully cast upon a remembered today chiefly for his spectacu- include, but are not limited to: enlarge, secured area. lar suicide, hurling himself to his death reduce, levitate, shatter, dig, passwall, stone from the highest pinnacle of the crag now shape, transmute rock to mud, move earth, known as Hethcanter’s Leap. He did this stone to flesh, vanish, turn wood, and ani- The Scalamagdrion when chased by almost a score of illithids; mate rock. If the magic does not affect the sage Orfidel believes that these hated living creatures (such as animate rock or Appearance creatures sought The Scalamagdrion itself move earth), the usage of that magic is This is a large volume fashioned of parch- — an opinion shared by Elminster, simply wasted. Powers that are directly ment bound between slabs of wood and Hym Kraaven never revealed or used the under the control of the user (such as psio- sewn to the black hide of an unknown crea- work in his teachings at the school in Myth nics or spell-like natural powers, but not ture, which has been stretched over the Drannor (see “The Workbook,” in “More ® spell casting) will have no effect on a se- boards to form a cover. It bears no external Pages From The Mages,” DRAGON cured area or object, but the power is markings of any kind. Its covers are edged Magazine #69), possibly because of the counted as having been used. In all cases with beaten copper, now discolored to a contents of one of its pages. Of Hym where magic can be “reversed” back upon vivid green by the elements. There are 26 Kraaven’s fate or the means by which the the user, all those who could be affected are yellowed and curling pages within, and book passed into the hands of its next entitled to saving throws if a save is nor- some owners report a binding strip of black known owner, nothing is recorded, but the mally allowed against the type of magic in hide which the book now apparently lacks. sages Orfidel and Maerlus of the North question. The size and weight of the tome pre- were both present on Watcher’s Tor when a Light magics, magic mouth, Nystul’s cludes its easy transportation by hand, hitherto unknown magic-user named Va- magic aura, and Leomund’s trap cannot under arm, or in satchel, and indeed it does lathond used its spells to destroy the mage successfully be cast within, or upon any not show the wear (scratched cover or cor- Gaerlammon in a formal duel. surface of, a secured area. Any glyph (of ners, blotched or warped parchment due to Valathond was later slain by the Com- warding), explosive runes, or symbol writ- wetness) typical of books that have seen pany of the Raven, but his killers did not ten upon any surface within a secured area much traveling out-of-doors. discover the book amidst the treasure in

D RAGON 37 his keep, nor does an examination of their The scalamagdrion resembles a grey- tales of encounters and skirmishes with the scaled, green-eyed dragon with stubby mage over an entire season ere his fall sug- wings and a long, bone-spiked prehensile gest that he still possessed it. Auvidarus, tail. If it pounces upon a victim from above, sage of Hillsfar, and Laeral, wizardess and it can rake with all four of its claws (each do leader of the adventurers known as The 1-6 damage), or pin the victim with its great Nine — two observers almost a world apart bulk and use its foreclaws to attack. The — have both recorded rumors ascribing Scalamagdrion’s tail does 3-12 points of ownership of the book to this or that mage. damage. It is fearless, enjoys human flesh, One of Laeral’s collected rumors, interest- and is cunning enough to take a victim’s ingly, again mentions a group of illithids. body, fallen items and all, back to its lair to But the veracity of these rumors is untested; avoid being caught eating. the present whereabouts of the work are a The scalamagdrion radiates silence, 15’ matter of conjecture. radius about itself, and has a natural spell Elminster described the tome’s contents, turning ability (as in a ring of spell turning, drawing upon his study of Hethcanter’s including gaining a saving throw for spells careful notes, as follows: for which there is normally none). This The Scalamagdrion’s first and last pages makes it a deadly foe for magic-users; and are blank. The remainder bear 23 spells, indeed, none have yet prevailed against it. one to a page and with each page having a spells arranged according to the creator’s Several wands and rings can be seen blank (rear) face, and one page contains wishes, and thus was not the workbook of a amid the bones upon which the scala- only a curious illustration. The contents of magic-user progressing slowly in magical magdrion crouches. The monster and the the pages are as follows, in order of appear- ability under tutelage. gate to and from its abode cannot be de- ance from the front of the book: (blank), The unique feature of the work is the stroyed or harmed by tearing out or de- Write, erase, tongues, message, unseen illustration found on the page between stroying the page on which it appears, servant, wizard lock, identify, enchant an disintegration and feeblemind. It is of although any attempt at such activities will item, permanency, blink, disintegration, “warm, velvety texture,” according to certainly cause it to issue forth. (illustration), feeblemind, fly, death spell, Hethcanter’s notes, and is a strikingly real- flame arrow, delayed blast fireball, invisibil- istic painting of some unknown, seemingly ity, levitate, conjure elemental, minor globe endless caverns (perhaps on some other The Tome of the Covenant of invulnerability, wall of force, remove plane), in which crouches a dimly visible, curse, dispel magic, and (blank). All spells winged, reptilian monster on a bed of hu- Appearance appear in the standard (Players Handbook) man bones. A word or name has been This book is large, square, and (judging form. The irregular order of the spells spelled out clearly in Common across the from Elminster’s description) approximately suggests that the book was created with its bottom of the page, by the arrangement of two feet on a side. It is fashioned of cured bones: “Ningulfim.” Hethcanter notes that white elkhide stretched over finger-thick if this word is spoken over the open page or boards of black wood, and both outside the illustration is stared at for too long, the covers bear a rune in the center, depicting monster depicted therein will move. four arrows meeting in a circle, thus: From other sources not divulged to me, Elminster states with certainty that the page is a gate or portal to some unidentified plane or extra-dimensional space of endless Four white vellum pages are sewn to the caverns, and can be passed through both hide “spine” within. ways. Once the gate is activated, the mon- ster will emerge from the page into the History and description Prime Material Plane and attack all crea- The Tome is the creation of the four most tures nearby, seeking to slay and carry its powerful (of their time) mages of the North, prey back into the caverns to devour. Its who formed the Covenant, an alliance true nature is a mystery, but what is known (basically neutral good) founded to enforce of it can be summarized as follows: a peace between warring tribal kingdoms, and to build the collective power and pros- Scalamagdrion (“Guardian of the Tome,” perity of the Northlands against the coming “Ningulfim”) confrontation with the orcs and their kin. FREQUENCY: Very rare The Covenant has long been inactive: NO. APPEARING: 1 Grimwald and Presper disappeared on a ARMOR CLASS: 6 journey of exploration into other worlds MOVE: 13”/8” than this; Agannazar is believed to have HIT DICE: 6+6 perished in the destruction of the School of % IN LAIR: 100% Wizardry at Neverwinter by the Red Wiz- TREASURE TYPE: S, Q Vx3 (in lair) ards of Thay; and Illykur is known to have NO. OF ATTACKS: 4 sacrificed himself in the Green Tower of DAMAGE/ATTACK: 2-12/1-6/1 -6/3-12 Thulnath to destroy the arch-lich Ruelve. SPECIAL ATTACKS: Nil The Tome was made to commemorate the SPECIAL DEFENSES: See below founding of the Covenant, and as a source MAGIC RESISTANCE: See below of power and a worship symbol for the INTELLIGENCE: Average apprentices who were intended to follow ‘in ALIGNMENT: Neutral the Four Founders’ footsteps and become SIZE: L (20’ long) new members of the pact (none did). Each PSIONIC ABILITY: Nil of the Four Founders contributed one Attack/Defense Modes: Nil unique spell to the work, and each of these LEVEL/X.P. VALUE: VI / 525 +8/HP spells appears alone on its own page. The

38 DECEMBER 1984 spells appear with no names; they have Illykur’s Mantle (Abjuration) acquired colloquial names through descrip- Level: 4 tion of the book by various writers in the Range: 0” North, and by use of the spells by the origi- Casting Time: 4 segments nal apprentices of the Four (and subse- Duration: 1 round/level quently, in turn, by their apprentices). Saving Throw: None These apprentices, now themselves power- Area of Effect: Aura about caster ful workers of magic, are not identified by Components: V,S,M Elminster. The sage does say that they did Explanation/Description: When Illykur’s not cooperate as their masters had, but split mantle is called into being, the caster is in dissension, one of them presumably surrounded by a faintly luminescent aura bearing the Tome. Its present owner and following the contours (and conforming to whereabouts are uncertain, but Elminster the movements) of the caster’s body. Spells knows the precise spells set down on its can be cast out of this field without it having pages from perusing the workbooks of the any effect, but spells impinging upon the Four and certain of their apprentices, and mantle from without are affected as follows: has consented to reproduce them, below: the protected caster gains +3 on saving throws versus all Enchantment/Charm Grimwald’s Greymantle (Necromantic) spells, +1 on saving throws versus all other Level: 5 spells for which there is normally a saving Range: Touch throw, and suffers only half damage when Casting Time: 6 segments an electricity-related spell (e.g., shocking Duration: 1 round/level grasp, lightning bolt) does affect him. The Saving Throw: Neg. mantle spreads from the component into mantle flares to a vivid (not blinding) white Area of Effect: One creature (and onto) the spellcaster and remains in glow when the caster’s mind is contacted by Components: V,S,M effect upon the caster for the full duration. the psionic powers of another being, but Explanation/Description: When a magic- There is no saving throw against this “back- does not protect against any psionic attacks user casts this spell, a silvery-grey radiance fire,” but a dispel magic spell may be suc- or effects. is produced about the material component. cessfully employed by the caster or a The material component for the spell is a If the component (a bone or small animal companion to bring the bad effect to a halt. natural (not cut) crystal of gemstone. Note skeleton) is touched to a target creature — Once the spell is cast and the mantle has that a small familiar or pet clinging to the successful “to hit” roll required, as though covered a target, the duration and effects of spellcaster — there must be physical contact wielding a dagger or club — the radiance the mantle are not under the caster’s con- — can be protected by the mantle, but no leaves the component (which vanishes trol. Creatures of any size may be affected. creature the caster does not wish protected harmlessly) and expands to envelop the Note that use of the mantle is not basically a will be shielded by the mantle, and in no target in an aura, or mantle. This shimmer- good act, and the spell must be used with ing radiance takes effect on the round fol- due consideration of the circumstances and lowing the touch, and lasts for 1 round per nature of the target by magic-users of good experience level of the caster. While it is in alignment. effect, curative spells, healing, and regener- ation of natural or magical nature will not Agannazar’s Scorcher (Evocation) be effective within the confines of the man- Level: 2 tle; thus, a troll could not regenerate, a ring Range: 7” of regeneration would not operate, a potion Casting Time: 3 segments of healing or extra-healing would have no Duration: 2 rounds effect, and so forth. Saving Throw: See below The mantle may be magically dispelled, Area of Effect: Special and will fade away without effect if magic Components: V,S resistance or a saving throw (only one al- Explanation/Description: With this spell lowed) triumphs over it. At the expiration a magic-user calls into existence a jet of of the spell, curative forces still active will flame which bursts from his fingertips to- take effect immediately — but any such ward a specific creature. If the target crea- powers that were expended upon the victim ture is within 7” of the caster, it suffers 3-18 while the mantle was in effect are forever (3d6) points of damage, with no saving lost. A cure wounds or heal spell, for in- throw (assuming it is not immune to the stance, will take effect upon the recipient if effects of heat and flame). The flame-jet the mantle expires before the victim does; assumes the form of a 2-foot diameter cylin- similarly, a ring of regeneration will resume der of fire, up to 7” long, with the caster at functioning properly when the mantle dis- one end and the target at the other. This jet appears, and a creature that regenerates will remains in existence for 2 rounds following retain the ability to do so. However, the casting, moving as the target or caster victim of the mantle will get no benefit from move, shifting so as to always point at the a potion of healing drunk while the spell is target, even if the target creature remains, in effect, and any usage of a staff of curing or passes beyond, 7” distant from the caster. on the victim is fruitless, since those types of Any creatures touched by the jet as it leaps magic must take effect upon their applica- toward the target or moves sideways follow- tion or not take effect at all. In such a case, ing a moving target will suffer 2-16 (2d8) the application of the magic (dose, charge, points of damage (save vs. spells for half etc.) is wasted. damage). The touch of the scorcher will set If the caster does not successfully touch a alight all readily flammable materials (such target creature in the round of casting or as parchment and dry clothing). It may well the round immediately thereafter, the even damage sturdier objects.

D RAGON 39 case will it protect any such creature Each striking moon-mote does 2-8 points vision and intellect, not of movement. (whether a familiar or a normal pet) larger of electrical damage (if cast as one of four), A mote that is deliberately struck by a than a pseudodragon. 2-12 damage (if cast as one of three), 3-18 creature or object will discharge, doing full damage (if cast as one of two), or 4-24 damage to all within 1”. The mote has Presper’s Moonbow (Evocation) damage (if cast as a solitary missile), and is AC -6 for “to hit” purposes. Metal, it must Level: 4 considered to be magical for “to hit” pur- be noted, will conduct the full effects of a Range: Special poses. Moon-motes which miss an intended mote to anyone in contact with it, regard- Casting Time: 9 segments target or are blocked by barriers dwindle less of distance. Duration: Special harmlessly away to nothingness. Although no saving throw is allowed, Saving Throw: None The spellcaster can direct the motes note that creatures immune to electrical Area of Effect: Special produced by a moonbow at different targets damage or without tangible existence on the Components: V,S,M in a round, and must “shoot” at least one plane of casting (e.g., ethereal) will suffer Explanation/Description: This magic is per round (but may shoot as many as de- no damage from a mote. usable only under a night sky in which a sired, time permitting) until all the motes The material components for this spell moon is present and cloud conditions allow are gone. Unused motes hang spinning in are a wisp of cobweb, an amber, glass, or moonlight to reach the ground. Presper’s the air in front of the caster, within 1”) and crystal rod, and a scrap of fur. moonbow causes from 1 to 4 (caster’s if struck by a lightning bolt or similar elec- choice) glowing motes, a form of ball light- trical discharge while thus waiting, will ning, to gather above the caster’s out- explode — doing full damage to all within stretched hand. These grow in size and 1”) including the caster. intensity, spinning slowly, during the round On the round after the first mote has that casting takes place, and at this time been fired, the caster can cast another spell If you’re interested in contributing an ® they resemble dancing lights. On the follow- and direct any motes still left, and continue article to DRAGON Magazine, the ing round, the caster can elect to direct one doing both so long as motes are left and first thing you need is a copy of our or more of the moon-motes at a target, spell casting times permit (directing‘s mote guidelines for writers. Send a self- which must be within his view. Such direc- requires 1 segment each round, so spells addressed, stamped envelope to tion is by concentration of will, requiring no that take 1 round or longer to cast cannot “Writer’s guidelines,” c/o DRAGON speech or gesture. Moon-motes directed at a be used). Using this tactic, a caster with Magazine, P.O. Box 110, Lake Geneva WI 53 147; and we’ll send target will shoot off after it, flying up to 26” multiple moonbow spells could gather a per round, and will pursue the target waiting arsenal of many motes. If a round you back a sheet with all the basic around corners, through obstacles (but not passes without the caster firing a mote at a information you need to make sure closed portals or the like), and despite con- target, all motes will dissipate. Note that a your manuscript has the best possi- ble chance of being accepted. fusion spells such as invisibility mirror caster under the influence of a hold spell image, illusions, etc., striking at +3 “to hit” could shoot a mote at a target in his present upon reaching the target. field of vision; that act is a function of

40 DECEMBER 1984

Book reviews From a monastery through a quest to a castle: Literature with a flavor that gamers will like

THE NAME OF THE ROSE is it written with the touch of scholarly Umberto Eco intent evident in The Silmarillion. Rather, Warner $4.95 0-446-33218-0 de Lint’s style is faintly reminiscent of The At first glance, a fantasy gamer might not Hobbit: both stories are really told rather expect to find anything of interest in The than written, belonging to a distinctly oral Name of the Rose; it’s the sort of book that tradition out of the legendary past. But even looks spectacularly boring from the outside. that resemblance is an echo at best; where It has been on endless bestseller lists, has Tolkien’s yarn occasionally sounds like a been acclaimed for its literary and scholarly bedtime story, de Lint’s prose has a decid- excellence by armies of eminent critics, and edly bardic undercurrent. is peppered with enough Latin to keep a The Riddle of the Wren, in fact, is espe- language class occupied for at least three cially noteworthy for keeping its narrative weeks. voice under tight control at all times. The A second look, however, produces a reader picks up descriptive details as the drastically different impression. For all its characters acquire them and not before, and erudite trappings and intimidating size, The the scenes are rendered without the omni- Name of the Rose paints an invaluable scient intrusions of a twentieth-century portrait of the everyday life and routine of a narrator. De Lint’s skill at this kind of com- medieval religious institution, not to men- munication is nowhere more evident than in tion being a tension-filled tale of precisely his depiction of Darkruin, the world in the sort that referees are so fond of weaving which Minda arrives immediately after into gaming campaigns. leaving her own. Too much explanation Anyone planning a scenario set in a would spoil the impact of the scene as it monastery will find a wealth of useful refer- unfolds for the reader; it’s enough to ence detail written into Eco’s novel. The THE RIDDLE OF THE WREN observe that very few authors have done as variety of services available under the Charles de Lint well in hiding the familiar behind unfamil- monastic roof is wide: we meet herbalists, Ace $2.75 0-441-72229-6 iar perspectives. (Dungeon Masters and philosophers, kitchen help, animal tenders, Someone at Ace Books apparently writers of role-playing game modules could scribes, medics, librarians in some abun- decided that The Riddle of the Wren was take lessons from de Lint in this regard.) dance, and more. Another useful inclusion destined for obscurity: I first saw a copy at At the same time, de Lint doesn’t overin- is an explanation for those unfamiliar with a local 7-11 store, and the book still hasn’t dulge in description at the expense of his monastic timekeeping — at last, one under- shown up at most of the bookstores in town. characters or plot. The cast he assembles is stands the difference between Prime, Ves- There was, however, one copy tucked both reasonable and unique; in particular, pers, and Compline. inconspicuously in a corner of an enormous the outward form of Grimbold the Wizard Indeed, in some ways the novel resembles dealers’ room at a major science-fiction is in distinct contrast with his very human an account of a complex RPG adventure. convention this summer. personality. And surprisingly enough, there Brother William of Baskerville and his Obviously, whoever was responsible for is also a perfectly logical yet devious twist to secretary (the tale’s narrator) arrive at an this marketing maneuver didn’t read the the villainy of Ildran Dream-master that unspecified Italian monastery in search of book. sets the tale off from most yarns involving heretical activities among the monks. The The title refers to the novel’s central mad sorcerers. philosophical puzzle quickly becomes inter- character, Minda, who, after experiencing a What Charles de Lint accomplishes in twined with a series of bizarre murders that series of curious and frightening dreams, is telling the story of Minda Talenyn and her appear to be inspired by a passage from the drawn out of her vaguely Elizabethan world destiny is a remarkably skilled blending of Book of Revelations, and William must toward a vaguely Celtic one. Her quest sincerity and subtlety that is as logical as it play detective and inquisitor. The trail leads involves freeing one Jan Penalurick from is lyrical. The Riddle of the Wren is a work to a hunt for a long-lost book in a positively magical imprisonment, but before she ful- of expert craftsmanship, and as a result it’s diabolical library, and riddles multiply fills that goal, she has acquired friends from the very best kind of quest story: one that severalfold before the answers are found. several races and has passed through several will be long remembered, both for its enter- One major note of caution is warranted: intervening worlds. tainment value and for the useful insights it while The Name of the Rose is filled with On that description alone, the novel can provide readers as they go about valuable information and makes suspenseful sounds ordinary enough to deserve its lack- designing and describing their own worlds. reading, it’s also by no means an easy book luster marketing; it is, after all, a typical — Reviewed by John Bunnell to appreciate fully. There is quite a bit of quest plot. But The Riddle of the Wren is high-powered metaphysical and theological anything but typical. Indeed, it’s one of the debate throughout, and some knowledge of very few novels released over the decade CASTLES Latin, while not really necessary, will be a that genuinely calls up memories of J.R.R. art by Alan Lee, text by David Day major help to more serious readers. Tolkien’s style of writing. Bantam $24.95 0-553-05066-4 Umberto Eco’s novel is both useful and Making that comparison automatically From noted fantasy artist Alan Lee comes fascinating, but it’s also hard work. requires a qualified retreat. The tale is not Castles, a visually stunning gift book. Cap- —Reviewed by John Bunnell an epic of the scale of the Ring trilogy, nor tivated since his childhood by the beauty of 42 DECEMBER 1984 historic and fantastic castles, Lee has assem- The romance section deals with bled a collection of his drawings and water legends about Arthurian Camelot colors which reflect his fascination with and the Knights of the Round these structures. Table, about Carolinian Aix-la- Most of Lee’s drawings — whether Chapelle and the mighty paladins, inspired by myth, folklore, or romances — about the Rhine castles of the have been accurately rendered. Lee has Nibelungenlied and their Burgun- paid close attention to architectural design dian princes. Castles of this period when illustrating a castle from history, and are sometimes viewed as allego- to literary detail when illustrating one from ries, often alluding to the ethos of legend. Particularly interesting are his the pure Christian Knight. In the interpretations of Heorot the Golden, of tale “The Castle of the Maidens,” Camelot, and of Minas Tirith. Each of for example, the knight becomes these renditions reflects the style and feeling the image of Christ as he frees the of the period, historical or literary. souls in Purgatory. In other Accompanying Lee’s artwork is the prose instances, castles are symbols of written by David Day. The text for Castles courtly love and chivalry. Sir is divided into three sections: the Age of Lancelot’s devotion to Guinevere Myth, the Age of Romance, and the Age of in “The Castle of Gorre” is an Fantasy. The legends and tales presented example of such chivalrous love. are supplementary material for the lavish When gunpowder and cannon illustrations, but DMs may find these leg- brought about the decline of cas- ends useful as foundations for campaign tles, the imagination took over, plots. and castles became the domain of The first section presents synopses of fantasy. The final section of the various Norse and Celtic myths, with book describes those castles found emphasis on the castles of gods, giants, and in modern literature. The reader faery kingdoms. “The Ice Castle of Utgard- visits all sorts of imaginary edi- Loke” is a special favorite for its interpreta- fices: from the fairy-tale towers tion of the constant struggle between the of Childe Rowland and Burd Ellen to the Castles is highly recommended for those Norse gods of Asgard and the giants of gothic structure of the House of Usher. who have always enjoyed the magic and Jotunheim. Gamers who enjoyed the Finally, at the end of Castles is a lengthy mystery inherent in castles, and for those Aesirhamar module (DRAGON® Maga- bibliography, useful for those who wish to who seek to introduce something new into zine, issue #90) will find the section on do more reading or research on the subject. their role-playing campaigns. Norse mythology an excellent supplement. As a line collection of artwork and tales, — Reviewed by Patrick L. Price

D RAGON 43

Adventurers seek an elusive elf who holds The SWORD of JUSTICE D&D® game adventure designed by Jon Mattson

The Sword of Justice is an adventure The Judge’s Inn is owned and operated Clayton Miles refused to jump to conclu- module for use with the DUNGEONS & by the mayor and judge of Farstead, Clay- sions, however, and insisted that the test be DRAGONS®game. Although it specifies ton Miles. He is a large, burly, middle-aged performed in his courtroom the next day as the names of certain towns, areas, and man, bald except for tufts of gray hair over decreed. His decision did not sit well with people, the DM can easily modify these to his ears. His heavy drawl reveals his peas- many of the villagers; though they did not suit a particular campaign. The Basic and ant upbringing, but he has a keen mind in care much for Eorl Flan personally, they Expert rulebooks for the D&D® game will matters related to justice, and his wisdom in respected him for his power and for the be required for the adventure. such matters is well known throughout the protection that his presence gave the village. This adventure has ideally been designed area. The atmosphere in the village grew increas- for a balanced party of 4-6 characters, each Judge Clayton is a 4th-level fighter, AC ingly tense and angry throughout the rest of of 1st or 2nd level. The fewer the characters 9, HP 23, STR 11; INT 16, WIS 18, DEX the day and the night that followed. available, the higher their levels should be. 10, CON 12, CHA 16. He carries a dagger When court was called into session the Although these characters need not be of out of habit, and rarely uses any other next day, Falrik seemed to be composed and any particular classes, it is suggested that weapon. He is lawful, as are most of the took his seat without resistance or outward the party be lawful in alignment (for rea- inhabitants of Farstead. nervousness. Spectators began muttering sons which will become obvious in the Once the characters explain why they are among themselves that perhaps the elf was adventure background). Having at least one here and Clayton is satisfied with their innocent after all, and everyone seemed to dwarf or elf in the group could also prove credentials, he will tell them the following relax a bit now that the threat of Falrik very helpful. story. Three weeks ago, the village magi- becoming violent was not in evidence. Then The Dungeon Master is advised to read cian, Eorl Flan, was found dead in his the judge appeared from within his private the entire module thoroughly before at- home, obviously a victim of foul play. The rooms, holding the sword (in its scabbard) tempting to run the adventure, as the events only suspect was Falrik Moondance, a before him. After a short ceremony, he have been laid out in the approximate order reclusive, eccentric elf who lived at the edge handed the sword over to the bailiff, who that they would naturally occur. It is essen- of town and who had a running rivalry with began to move closer to Falrik. Suddenly, tial that the referee have a good grasp of the Eorl. Falrik was quickly arrested and the elf jumped from his seat with the look of story line so that the adventure will flow brought to trial to determine his innocence a cornered animal, spoke the words of an smoothly and logically. or guilt. arcane spell, and vanished into thin air. A Mere hours into the trial, it became moment later, as the courtroom was explod- INTRODUCTION FOR PLAYERS apparent that no decision could be quickly ing in shouts and screams, the Sword of Rather than simply reading the following reached, based on the meager evidence Justice leaped from its sheath as if of its own information aloud to the players, the against the elf. While Falrik might have accord and flew toward the courtroom exit, Dungeon Master is advised to play out the committed the crime (he was a fair swords- shining with a bright blue light. In the situation, taking the parts of the mayor and man and Eorl was slain by a sword or simi- ensuing confusion, the invisible Falrik other non-player characters as they are lar weapon), this possibility clashed with escaped with the sword and fled from the encountered. In this way, he can also add, Falrik’s known personality and tendencies. mob of enraged villagers. delete, or modify any information he deems Judge Miles wanted to find out the truth of Posses were formed within the hour to necessary, based on his own campaign and the matter. He decided that the situation hunt down the fugitive elf. The furious the characters’ actions. warranted the use of the village’s most townspeople now believed that Falrik had Our brave adventurers have been seeking prized treasure: Annacon, the legendary not only stolen their most prized possession, employment and missions worthy of their Sword of Justice — a magical weapon said but had also certainly killed Eorl, perhaps growing reputations for some time now. to be able to “determine the truth of any just so that he might get a chance to get his Their travels have brought them little for man’s words.” If a lie was told in the hands on the sword. The whole episode several weeks. Finally, upon entering the sword’s presence, it would shine with a blue became a devious plot which grew no less thriving village of Farstead, they see a glow. diabolical in the re-telling. Nevertheless, for curious poster plastered over several of the The judge had instituted the use of Anna- all their furor, the villagers were unable to walls of the local shops and inns: con some years ago; before then, the find the elf. Only one party of hired bounty weapon had been kept locked in the village hunters spotted him and shot arrows use- treasury (magical weaponry was scarce in lessly after him before he escaped them. this area). Annacon ensured that justice Clayton Miles suspected that there was prevailed, and often just the knowledge that more to the elf’s actions than the townspeo- it would be used was enough to bring out a ple had guessed. The most incongruous fact criminal’s immediate confession. was that Falrik had been able to hold and Judge Miles thought that Falrik would be carry the sword: many legends about Anna- pleased with this decision; he believed in the con said that it could only be held by those elf’s innocence and thought the sword would who were pure of heart. If Falrik was in- prove it. Surprisingly, this decision had deed guilty of murder, the sword wasn’t quite the opposite effect. Falrik became living up to its legends. Yet if he was inno- nervous and panicky at the idea, and many cent, why had he run away when the sword people assumed that this reaction proved his could have proven this beyond a shadow of guilt. a doubt?

46 DECEMBER 1984 These and other questions weighed heav- appearance is youthful, but he gives the The duration of the blue glow of the ily on the judge’s mind. He began to ques- impression that he is much older and wiser sword varies from a mere 3 seconds (in the tion villagers and collect evidence to solve than he seems at first glance. He is fairly case of the detect lies power) to potentially the case on his own (such procedures having suspicious, almost paranoid, and he panics infinite (for as long as an elf remains in gone out of fashion with the advent of An- easily. Often he does things which seem detection range). The villagers are not nacon's use). Eventually he discovered that quite clever (in a twisted sort of way) but aware of the latter fact, since Annacon has Falrik had not killed Eorl. The culprit was are bound to be misinterpreted by others at never been used as a “lie-detector” against found to be the brawny local watch captain, the moment he acts. His impulsiveness and an elf. who confessed to the crime when he was short-sightedness do not make his deeds Annacon is lawful in alignment and so confronted with Clayton’s suspicions. Ap- logical in a conventional (that is, lawful) will damage non-lawful wielders. Falrik, in parently, Eorl had cheated the captain by sense, but he is very cunning and has an his intuitive way, hoped that his ability to purposefully making him a faulty love po- intuitive grasp of the “smartest thing to do” carry the sword unharmed would prove his tion with which the captain had hoped to in most situations. innocence, or at least plant a seed of suspi- attract the affections of a local beauty. The Falrik does not like being a fugitive, but cion about his guilt. woman was repelled by the captain, and it he likes the idea of being executed even less. The elven legends about Annacon say it was the magician (who had also had his eye He has certain knowledge about Annacon was forged by a dwarven weaponsmith and on the young girl) and not the captain who which might help to save him (see below), a human wizard ally about three centuries became the target of her admiration. The but he doesn’t think that the villagers will ago. At that time, the elves and dwarves of watchman stormed over to Eorl’s house in a believe him. He is stubborn as well as cau- this region were fighting a war against each fit of rage; in the ensuing brawl, he drew his tious and suspicious, so it will prove quite other over the damage that dwarven surface sword and killed the crooked conjurer. difficult to get him to believe that his par- mines were doing to local forests and wild- While this explained one mystery and don is not some sort of trap. life. The battles were settled long ago, absolved Falrik of blame, it did not explain Basically a peaceable sort, Falrik will though some slight hostility between the two Falrik’s theft of Annacon and his disappear- avoid combat as much as possible. He will races still exists. ance. A peddler friend of Judge Miles told not attempt to physically harm anyone who Any player character elf or dwarf who of seeing an elf matching Falrik’s descrip- is not attacking him, preferring to harass, hails from this area of the campaign lands tion in the vicinity of an old mansion a confuse, and frustrate them into leaving will have a 5% chance per point of intelli- day’s journey from town. Judge Miles has him alone. The DM should carefully con- gence of knowing about Annacon’s elf- sworn the peddler to silence on the matter, sider what spells he and the sword have detecting powers from old legends, and he and no one else has heard the rumor. available when deciding on Falrik’s tactics may make the same deductions that Falrik Judge Miles wishes the characters to go to inside the mansion. Charming characters did. After all, the sword can “determine the the mansion, find Falrik, and bring him with the sword, for instance, is one possibil- truth of any man’s words,” including back alive if possible, since his innocence is ity, as is going invisible and hiding if in dwarves and the like, but the elf-detecting now certain. Equally important, they must danger of being found out. power makes it useless for telling if an elf is bring back the sword Annacon. He is also Falrik Moondance is a lawful 3rd-level elf lying or not. curious as to why Falrik ran off with the (9,642 xp) with silvery hair and gold- sword and would like this information if colored eyes. He stands 5' 4" tall and THE MANSION OF KANOS possible. He warns that bringing Falrik weighs 104 lbs.; he is 263 years old. His Forty years ago, a powerful magic-user back unharmed might prove to be very statistics are: STR 15, INT 17, WIS 7, known as Kanos the Wizard built a large difficult, since the elf has already been shot DEX 17, CON 15, CHA 14, HP 18. He mansion several miles from Farstead. While at once by bounty hunters. Should the has AC 2 from armor, dexterity, and magi- he was friendly enough in his own way, he characters find Falrik, they are to present cal bonuses, has a +1 to hit and damage in was a suspicious man with an odd sense of him with an official pardon signed by Judge combat, and has a +2 bonus with missiles. humor, and he planted several unusual Miles, absolving the elf of guilt in the wiz- Falrik speaks common, the lawful tongue, tricks and traps his home for uninvited ard’s murder. elf, orc, hobgoblin, gnoll, halfling, and intruders like thieves and curio-seekers. Clayton has dug into the village treasury pixie. He carries three spells at all times: In time, the rich and unusual home be- and come up with a reward of 200 gp if hold portal, ventriloquism, and invisibility came well known throughout the surround- Falrik is brought back alive and basically His current possessions include: Annacon ing countryside — perhaps too well known, unharmed, plus 300 gp more if the sword is (see below); a bow +1; a chainmail suit; a for it eventually attracted visitors of a most brought with him. Information as to ring of protection +1; a quiver with 20 ar- unfriendly sort. A band of brigands broke Falrik’s exact whereabouts or why he ran off rows (4 of them with silver arrowheads); a into the mansion one night, trying to make is worth 25 to 50 gp (depending on the pack with his rations, water, spellbook, and Kanos part with some of his wealth. They quality of the information) if the party of tinderbox; and his prize, a wand of illusion met instead his wrath. No one knows ex- adventurers can do nothing to bring the elf with 12 charges. actly what happened in the ensuing battle; or the sword back to town. Annacon is a longsword +2 with charm only a single bandit escaped, crying to his If the characters agree to this, Clayton person ability. It has an intelligence of 8 and captors that Kanos had used mighty magic will describe the location of the mansion, an ego of 6 (total Will Power: 14), and that consumed himself as well as the bri- noting that Falrik has probably had time to possesses two primary powers: it will detect gands. Neither the wizard nor his uninvited fortify the place to some extent. He will be lies spoken within 10’ of the person holding guests were ever seen or heard from again, hesitant to say much more, not wanting to it, and (unknown to the villagers) it will and no human dared enter the house for deter characters from the quest. If pressed, detect elves within a 10’ radius. fear of its traps. he will mention that the mansion once Unfortunately, both abilities cause the Since that time, several malicious crea- belonged to a mysterious magic-user named sword blade to glow with the same blue tures have taken up residence in and Kanos and that people now avoid the place color as brightly as a light spell, and therein around the abandoned structure and occa- because it is rumored to be haunted. With lies the problem: Falrik, knowing from tales sionally raid the scattered farms in the area that, he will send the characters off and told among the elves in this region about for food and petty amounts of loot. The wish them good luck. the latter ability of the weapon, realized that mansion is slowly falling into ruin from lack the sword would glow in his presence be- of upkeep; all of the windows are broken FALRIK AND ANNACON cause he is an elf. He feared that the vil- out, though the walls and floor are still Falrik Moondance is a rather eccentric lagers, not knowing this, would probably sturdy. elf. While he is quite bright and good- assume that he was lying or that the sword Popular belief also has it that the place is natured, he is also rather impulsive. His was indicating that he was the killer. haunted. The local people fear it, and the

D RAGON 47 mansion is just far enough from town to be for adventuring (hunting, they’ll say, is the room will reveal a small pile of goblin comfortably avoided by the local watch safer). bones (a victim of the spider) in the south- patrols and militia (who don’t wish to be- The mansion stands atop a small hill east corner; hidden among them are 6 sp come involved in a siege of a “haunted” surrounded by trees growing wild from lack and 1 gp. building). of care. Just to the east, a small river bor- Crab spider: AC 7; HD 2; HP 8; Falrik, not believing the “haunted dered by trees and deep banks flows swiftly THAC0 18; DAM 1-8 plus poison (save at house” stories, decided to use this informa- by toward the south. The house itself has a +2 or die in 1d4 turns); MOR 7; EXP 25. tion to his advantage. Using various de- barren look about it, and it looms like a B. Butler’s room: This room is similar to vices, skills, and powers of his own, he dark sentinel before the characters as they “A,’ (above); it contains a sunken bed, a slipped into the mansion and past its deni- approach its ruined gate. small dresser, a table, a small desk, and two zens to find his own little niche there. In the Note that there should be no chance of chairs. It is unexceptional except for one days after he arrived, he set up several traps the player characters discovering the sec- locked drawer of the desk, which contains and “spy posts” to protect himself. ondary entrances (areas 26 and 30). Both some yellowed papers (records, inventories, The monsters who live in the mansion are well hidden and difficult to reach. etc.) and a small box with 8 sp and 4 gp. have grudgingly accepted Falrik’s presence, A description of the mansion follows, primarily because he leaves everyone alone keyed to the maps on pp. 49, 51, and 52. 4. First guest room and because none of the intelligent monsters This is the largest guest room, the cham- feel confident enough to try to kick him out; 1. Well ber of Kanos’s most favored visitors. Not the few that did met with Annacon’s wrath This ancient well is unexceptional, but a surprisingly, it has now lost much of its or Falrik’s sorcery. Falrik’s wand of illusion “trick” magical spell (similar to the finery; the bed is sunken and slashed, and ® has been particularly useful in scaring off AD&D game’s magic mouth) has been the remainder of the furniture — a small monsters and would-be explorers. Though placed on it. When anyone comes within table, a three-drawered dresser, a cabinet, the wand’s charges have steadily decreased 10’ of the well, a voice will be heard from and two chairs — is in little better shape. with no way to replace them, the elf feels inside it shouting, “Help me! Help! I’m Searching the room will reveal nothing relatively secure in his stronghold. drowning!” The voice will repeat this except smashed ornaments, dust, cobwebs, The mansion is a brisk one-day march phrase every time someone comes near the and similar rubbish. The drawers of the from Farstead (20 miles), through terrain well again. The well drops thirty feet down dresser have long ago been looted of any- ranging from cultivated fields to light forest. to an eight-foot deep pool of very cold wa- thing they might have held. The area within a half-mile radius around ter; anyone dunked in it for more than a One turn after the room is entered, an the mansion is covered with dense forest, minute will lose 1 strength point and 1-3 eerie wailing sound will be heard emanating and the vegetation has begun to encroach dexterity points per turn for 1-3 normal from the cabinet. The sound is part of a on the seldom-used road and property. turns; strength and dexterity scores will not magical trap Kanos set in the cabinet to Small groups of goblins; kobolds, and mi- drop below 3 in any event. Swimming and discourage intruders when he had no cur- nor monsters have been spotted by hunters drowning rules are on p. 27 of the D&D® rent guests. Should anyone open the cabinet several times in the area, particularly dur- Expert rulebook. At the bottom of the well (before or after the wailing starts), a bril- ing the night hours. lie 14 sp, but nothing else is of interest here. liant flash of light will burst from it; anyone If characters explore the terrain around viewing it must save versus spells (the the mansion, they have a chance of encoun- 2. Cloakroom and entrance hall opener saving at -2) or be blinded for 2-8 tering some of the local “wildlife” and This area is basically uninteresting (see turns. This will work any number of times residents of the area. Roll a d6 three times room 15, adjacent to it, however). Racks that the cabinet is opened. per game day, at mid-morning, sundown, for hanging cloaks line the walls on either and midnight; a roll of 5 or 6 on the die side, but they are all empty. One hook is 5. Statue indicates an encounter has occurred, and tilted to one side and revolves freely, but it In the center of the hallway intersection the specific encounter is referenced on the will do nothing if manipulated (it isn’t a stands a statue of a gargoyle facing area 2. following chart by a d8 roll: trap or a secret-door spring). While the statue is not unusual in most Falrik will begin his surveillance of the ways, its eyes are of note: due to their Die roll encounter party at this point, using the peepholes from craftsmanship, they will appear to follow 1 1-3 kobolds (associated with area 15. Due to the small size of the holes, any viewer as he moves in front of the Thulin’s band in the mansion only a 1% chance exists of any character statue. In addition, if Falrik is watching the (see area 26 below) noticing one, and this may only be rolled characters from area 15 the first time they 2 1-2 wolves for if the character is actively searching the encounter the statue (see below), he will use 3 1-2 wild boars area for traps or secret doors. his wand of illusion to make the statue 4 Animal herd (deer) appear to animate and attack the group. 5 1-2 goblins (not associated 3. Servants’ room Attacks on the illusion do not, of course, with any other band) This area is actually two rooms, divided affect the statue, and it will “reappear” 6 Insect swarm by partial walls and a moldering curtain. undamaged when the illusion is dispelled. 7 1-2 stirges A. Cook’s room: This room contains a The DM should decrease the charges left in 8 2-5 human hunters from Far- battered bed, a dresser with three drawers, Falrik’s wand if this tactic is used. stead (fighters of levels 1-4, a small table, and two chairs. On the north heavily armed, wearing leather wall hangs a painting of a country fair with 6. Second guest room armor and riding light horses) a large gray castle in the background. The This guest room is occupied by four picture is worth about 50 gp, but is quite hobgoblins, who are sitting around, gnaw- The kobolds and goblins will usually heavy to carry around (300 cn). A crab ing on the remains of a stirge and loudly attack any parties they meet unless seriously spider lurks on the east wall above the discussing plans to travel on to the west outnumbered; even then, they may attempt curtain. It will not usually attack unless it within a day or so. Increase the party’s an ambush or try to pick off stragglers. The can gain surprise (on a 1-4 due to its chances of listening and surprise by +1. hunters will be relatively friendly but cau- chameleon-like powers if the group enters Each hobgoblin has 2-8 gp and 31-50 sp, tious, sharing some general information on through the west door, or on a 1-5 if they shoved in shoulder pouches with tribal the region with adventurers but revealing enter through the curtain). The dresser symbols on them (withered trees engulfed little about themselves or any wealth they contains some old clothing and odds and by flames). The largest hobgoblin also has a may carry. None of them will join an expe- ends. The bottom drawer has a purse which gold ring (550 gp value) with the same dition into the mansion, as they care little contains 12 sp and 3 gp. A careful search of symbol engraved on it. The room is similar

48 DECEMBER 1984 to the first guest room (area 4 above): it mansion strictly avoid this room. find that he is insubstantial and cannot be contains a ruined bed, a smashed dresser, a Grey ooze: AC 8; HD 3; HP 22; harmed. He is a minor phantom and cannot table, and two comfortable, if rather old, THAC0 17; DAM 2-16; MOR 12; Hit be dispelled in any way, even by a cleric. chairs, as well as a lot of rubbish (bones, only by weapons and lightning; EXP 50. Should the party take the plate and utensils, webs, sticks, dust, etc.). the phantom will simply smile and vanish, Hobgoblins: AC 6; HD 1+1; HP 9, 6, 7, 8. Dining room his obligation to wait for his master’s dinner 6; THAC0 18; DAM 1-8 with longswords; This large hall contains a very long table, no longer-binding. MOR 9 (8 if the leader dies); EXP 15 each. surrounded by eight chairs and an espe- cially large thronelike seat at the head of the 9. Library and study 7. Kitchen table. All are in very good condition, al- This room obviously once housed a mag- This room does not appear at all unusual though somewhat dusty. Closer inspection nificent collection of tomes, scrolls, jour- at first glance. It contain tables, counters, will reveal that the place at the head of the nals, and similar written works, as attested and cupboards. A meat cleaver is lying on table is set with a gold plate (100 gp), eating by the many bookracks present, particularly one table, and two chipped plates sit on utensils (80 gp total), as well as a crystal in the western half of the room. However, another. The cupboards are mostly open goblet (200 gp), also covered with dust. virtually all of these treasures have been and have been thoroughly looted — all that The reason no looters have had the nerve stolen, ripped to shreds and cast about, remains are a few scraps of very inedible to take these will quickly become apparent. burned, or otherwise mutilated. The book- food and some broken cooking utensils After half a minute, a spectral man dressed cases in the northwest corner show signs of (including a large iron pot on the floor in in formal clothing will come in through the extensive burning. A careful search of the, the northwest corner). The one thing of north door and walk over to stand beside debris scattered there will reveal a thin bone note is in the center of the room where a the head of the table. The sight of the man scroll tube, somewhat charred, which con- large stone table sits with a seemingly wet causes fear (as per the cleric spell) in all tains an intact scroll of sleep, continual surface. The moisture is, in fact, a grey viewers. No amount of talking or yelling light, and dispel magic spells. The furniture ooze, as anyone who gets too close will will get the man’s attention, and anyone in the eastern half of the room has fared quickly realize. All other inhabitants of the who attempts to touch or attack him will somewhat better. A small table is here, as

D RAGON 49 well as a desk and three chairs (toppled pack of 13 giant rats. They will attack in- possible; however, add 1 to the die roll for over, but in good shape). The desk has two truders who enter the room to examine the each additional attempt by the same person drawers; one has been smashed open, but eastern skeleton, gaining +2 to surprise if no after the first try, and always consider a the other is not locked and opens freely. precautions have been taken. The dresser, modified score of 6 or more as 6. Within it is another scroll tube with a large being unusually sturdy and heavy, is still Dagger: AC 4; HD n/a; HP n/a; “F” on it. This is another trap left by intact and locked. It contains the former THAC0 14; DAM 1-4; MOR n/a; EXP 0. Falrik; inside the tube is a cursed scroll that occupant’s possessions, including a belt Falrik bought from a wizard long ago. pouch with 12 sp, 7 gp, and a tiger eye gem 14. Store room Examining the scroll will paralyze the (worth about 40 gp). This room contains a large number of reader for 2-12 hours (or until a dispel Giant rats: AC 7; HD 1/2; HP 2 each; crates, casks, barrels, and so on (in which magic is used on the individual), with no THAC0 19; DAM 1-3; MOR 6; EXP 6 are stored various rotted, decayed, or dried- saving throw. each. Note the 5% chance of catching a out foodstuffs), as well as a few pieces of old disease from a bite if the victim’s save ver- furniture, some broken and some almost as 10. Living room sus poison isn’t made. good as new, but very little in between. This room is unexceptional in most re- One barrel has contents which have not spects, except for its occupants — five 13. Trophy room spoiled but are very well aged: a very po- stirges, which have a nest concealed in the This large room contains a number of tent, magical wine, which will reduce the shadowy southeast corner of the room. The souvenirs from Kanos’s days as an adven- drinker’s wisdom score to 3 for 21-40 stirges roost here during the day, flying out turer, all in good, if somewhat dusty, condi- rounds thereafter (no saving throw). The of one of the broken windows to go hunting tion. The reason for this room’s orderliness drinker will behave in the most foolish and at night. will soon become apparent to would-be irresponsible manner possible during this The room contains some ruined furniture looters: a minute or so after the room is time, discharging any of his magic spells (a sofa, chairs, and a small table), several entered, a silver dagger enchanted long ago and casting treasure away at a whim. All chipped and broken statuettes (a lion, a by Kanos will detach itself from one wall advice will be disregarded. maiden riding a unicorn, a wolf, and lots of and begin attacking intruders of its own Falrik will be watching any characters unrecognizable rubble, all worthless), and a volition! Any hit scored upon the dagger here from his peephole in room 16 on a dried-up fountain with only a couple of will cause it to drop to the ground and stay 75% chance — otherwise, assume that he is inches of scummy water pooled at the bot- there for two full minutes; if the intruders already in the cellar (see below). If he is tom. The fountain is the landing spot of are still present at’ the end of this time (or if present in room 16, he will use his spells, anyone who falls through the pit trap in they try to pick up the dagger at any time), the charm power of Annacon, and his wand room 17 (east); it contains the remains of a the blade will rise and take up the attack of illusion as appropriate in an attempt to previous human victim, complete with rusty again. Only leaving the room will cause it ward off intruders. If this is unsuccessful chainmail and longsword. A pouch hangs to cease attacking and return to its wall and the party attempts to enter any of the on the skeleton’s belt and contains 12 gp, position; a dispel magic will cause it to fall secret doors in the room, he will flee into 26 sp, and 3 pp. to the ground for one minute for each level the cellar. Mark off any charges used from The stirges’ nest in the southeast corner of the caster. Falrik’s wand. contains the remains of previous victims The other souvenirs include a black (mostly rats, kobolds, and the like), includ- dragon’s head, a pair of gargoyle wings, a 15. Secret corridor ing a human skeleton in leather armor. This well-crafted (and non-magical) staff, a huge It is uncertain why Kanos had this corri- one has a belt pouch which holds 16 gp and ogre’s club, the skull of a cave bear, the dor built, but it is entirely likely that he a small ruby (80 gp value), and has a quiver skeletons of a kobold, a goblin, an orc, a used it for the same thing that Falrik is now full of arrows. Most arrows are warped with hobgoblin, and a gnoll lined up side-by- doing; that is, spying on guests or in- moisture and age (including two silver- side, a small black box on a pedestal, and truders. The walls of this area are lined with tipped ones), but four of them are in perfect the battleaxe, chainmail, and shield +1 of a tiny peepholes to allow sight into areas 2 condition (each is an arrow +1). The skele- powerful evil fighter whom Kanos defeated. and 5, as well as the corridor outside rooms ton’s bow is nowhere to be found. The “small black box” is of particular 10, 11, 12, and 13. Area 15 is thickly car- Stirges: AC 7; HD 1; HP 7, 6, 5, 5, 3; interest. Kanos kept it as a curio, having peted, so Falrik’s movements within here THAC0 19 (17 on first roll); DAM 1-3 recovered it from an old tomb; apparently it will be completely silent. plus automatic 1-3/round thereafter; MOR was enchanted with random spell effects for Falrik will be waiting in this room near 9; EXP 13 each. some unknown reason by an ancient wiz- area 2 when the adventurers arrive; he has ard. It is made of a glassy, micalike sub- been anticipating pursuit since his escape 11. Lavatory stance, but cannot be chipped or removed from the village. Any noises in the areas This room acts as the lavatory for the from the pedestal, although it does not seem surrounding room 15 will draw his atten- mansion and contains several toilets and to be part of the pedestal or connected to it tion. He will keep the group in sight for as wash basins; a large water-tank and a huge- in any way. Anyone who touches it will long as possible, attempting to hinder their bathtub stand in one corner. The tank is experience some unusual effect. Roll a d6 progress with his hold portal or ventrilo- nearly dry, holding only a few inches of and check the following table: quism spells or, more often, his wand of stagnant water with a greenish slime float- 1-2: The person feels a strong chill and illusion. He has a special trick for area 5 ing on it. The slime is harmless. suddenly keels over, paralyzed for 1-4 min- (see number 5 above), but in most other utes. However, for each minute spent para- cases he will create an illusion of a monster 12. Third guest room lyzed, the character will be healed of 2 hit to attack the party; the monster type is up Like the other guestrooms, this one con- points of damage. to the referee, and need not be a “logical” tains a ruined bed, a broken table, a 3-4: The character feels a warm sensation one (i.e., a small dragon or chimera may be dresser, and two torn and battered chairs. A flow through his or her body and gets a little created). Of course, illusions of very large skeleton is propped up against the east wall, dizzy. The character must save versus spells or unlikely creatures may allow the victim a attached to the door by a long string. Open- or fall asleep for 1-3 minutes. bonus of +1 to +3 when saving against them. ing the door will cause the skeleton to move 5: The character loses the use of one Should anyone enter area 15, Falrik will flee forward and shake menacingly, although it sense (roll 1d6: 1-2 is sight; 3 is hearing; 5 into the cellar if he has not already done so is not, of course, truly animated — another is smell; and 6 is touch). This effect lasts for (see below). trick of Falrik’s. 3-30 minutes. Unfortunately, the prank is a double- 6: No effect. 16. Secret stairwell edged one. Hiding in the room is a large Multiple attempts to touch the box are This room is essentially empty: Falrik

50 DECEMBER 1984 will likely have fled into the cellar by the time the party reaches it, and no monsters The towers or treasure are here. The stairs lead down to the cellar (areas 21 to 29). A pit trap 10’ Scale: 1 square = 5 feet deep is also present, doing 1d6 points of damage to anyone falling through it. Falrik is aware of the trap. The only other object present is an old chair in the southeast corner beside the peephole.

THE TOWERS Areas 17 through 20 comprise the eastern and western towers of the mansion and can only be reached via the appropriate stair- ber will testify. It is almost totally empty THE CELLARS cases, as indicated on the map. and devoid of detail now, save for a number Areas 21 through 29 comprise the cellars of charred bones and two blackened stumps beneath the mansion and can only be 17. Observatory stairwells of wood (perhaps the broken remains of a reached via the staircase in room 16 or the These two rooms contain stairways lead- staff). All of the northwestern corner, in hidden tunnel at area 30. ing from the ground floor up to their respec- particular, is taken up by a dark “blast tive towers, as well as several large broken crater.” Kanos’s final magic obviously took 21. Central chamber windows which give an excellent, if now not only himself and the brigands with it, This large room is unexceptional in most somewhat dismal, view of the estate. The but much of the rest of the area as well. Any respects, being more of a connecting hall- rooms are otherwise empty. The room in commotion here has a 30% chance per way for the surrounding corridors than the eastern tower has a pit trap covered by a round of attracting the occupant of the anything else. It contains only rubble and rug, which Kanos set long ago (see map for adjacent bedroom (area 20). some old human, goblin, and animal bones location). The trap empties into the foun- — the latter accumulate more noticeably tain in room 10. At one time, the water 20. Kanos’s bedroom the further west one gazes. Just as the char- would have cushioned some of the fall; Most creatures in the mansion avoid this acters enter the room, they will see an elf however, the fountain has now dried up, so area, since room 19 (above) gives them an (Falrik) flee through the west corridor over the damage sustained is the usual 1d6. eerie feeling; however, one creature, too the rubble. stupid to be bothered by it, has proven to be This is, in fact, an illusion, and it is saved 18. Laboratory the exception and has gone so far as to against at a -2 penalty due to its logical This room is in fairly good shape, though make this room its lair. A giant lizard, appearance (unless the situation does not it is obvious that some explorers have en- similar to a giant gecko but slightly larger allow this). A save against the illusion tered the room in the past. The only signs (six feet long), stays here and will attack means the characters in question notice that of current occupation are a few abandoned anything that dares to intrude into this “Falrik” makes no noise at all when cross- stirge nests and droppings: the northern- room (or the adjacent living chamber, as ing the rough debris, and his footing is most window has been smashed open, noted above). abnormally sure and steady — as if what allowing the entrance of these tenants peri- The room itself is a typical bedchamber, the character was seeing was somehow odically. The room contains furniture and although somewhat richer than the guest- unreal. equipment typical of a lab, including two rooms found downstairs: it contains a large The referee should make the saving large tables (one with a large green stain on bed (in fairly good condition), a small throws for the characters to avoid arousing it), three chairs, a desk for writing (with nightstand, a dresser, and a footlocker. The suspicion. The real Falrik will be hiding in parchment, a quill, and a dried-up inkwell), dresser contains only old clothing and was the east exit (assuming he hasn’t been racks of glassware (test tubes, beakers, and rifled through some years ago; the locker caught and is still being pursued) and will flasks), a small ovenlike contraption, nu- has been broken open and has suffered a flee to area 29 if the group enters the cham- merous candles and stubs, two cabinets similar fate — it contains only a few more ber for any reason. filled with various jars of ingredients (blood, pieces of old clothing, an empty purse, and bone powder, wood chips, metal filings, a small brass key. 22. Unfinished crypt chemicals, etc.), and a large empty cage. The looters were not especially thorough Kanos originally planned for this cham- One of the cabinets is locked and appears in their search, however, and missed the ber to be a burial crypt, but it was not to be made of glass; however, it cannot be trap door which the key opens on the floor finished before Kanos’s death. No coffins smashed open even by sword or mace in the northwest corner of the room. Char- are present, though two large biers have blows. The lock is so complicated that two acters will notice the small keyhole in the been constructed and an assortment of successful lockpicking rolls must be made in floor on a 1 in 6 chance, 2 in 6 for elves (+1 stone-cutting and finishing tools lie about succession by a thief in order to open it. to chance if actively searching). The trap on the dusty floor. The door to this chamber The cabinet contains four vials of colored door opens into a long, thin compartment; is partially open, and twelve giant rats have liquid containing two doses each: holy water however, opening the compartment will made their nest here. (clear), acid (pale green), a potion of heal- release a cloud of gas in a five-foot radius. One of the biers contains a secret com- ing (pale blue), and poison (bright red). All within the cloud must save versus poison partment, which may be detected by some- The acid will do 1d6 damage per round to or fall asleep for 2-8 normal turns. one checking for traps or secret doors. The exposed flesh, or 3d6 damage if swallowed; Inside the compartment is a locked box compartment contains a thin volume of the drinker must also save vs. poison or containing 150 gp; a gold brooch (worth legends and tales; some of the passages have die). The poison is rather weak, so saving about 700 gp, because of its excellent crafts- been marked by Kanos as possibly indica- throws made against it (if it is swallowed) manship); and a staff of striking with 10 ting the presence of sizable treasure hoards. are at a +2 bonus, failure indicating death in charges remaining. The Dungeon Master may develop several ld6 rounds. The only other objects in the room are adventures based upon the legends in this the scattered remains of some of the lizard’s book if characters show an inclination to 19. Blasted chamber previous victims (mostly giant rats and explore this matter further. The legends This room was originally Kanos’s living adventurers). may involve lost dragon lairs, bandit hide- chamber and study. It was also his last Giant lizard: AC 5; HD 4; HP 26; outs, shipwrecks, and so forth. Some adven- battlefield, as the appearance of the cham- THAC0 16; DAM 1-8; MOR 9; EXP 75. tures developing from this may have to wait

D RAGON 51 The cellars

Scale: 1 square = 5 feet

until the player characters are of higher 25. Lair of the ogre level, but this gives the group something to Prior to Falrik’s arrival, Vorlagh the ogre look forward to. was the undisputed master of the lower Giant rats: AC 7; HD 1/2; HP 2 each; chambers. Now the two have an uneasy dirt and debris. A pouch may be found THAC0 19; DAM 1-3; MOR 6; EXP 6 truce, neither wishing to test the other’s under some of the dirt which contains 35 each. Note the 5% chance of catching a strength in mortal combat. Vorlagh is not at gp, a sapphire (500 gp), and a ring of pro- disease from a bite if the victim’s save ver- all pleased with the arrangement, and he tection +1. sus poison isn’t made. will be unfavorably disposed toward other Vorlagh: AC 6; HD 4+1; HP 26; intruding “up-worlders” — i.e., -2 on THAC0 15; DAM 1-10; MOR 10; EXP 23. Food storage room reaction checks. Should he be questioned 125. This room once contained Kanos’s more somehow, he knows that “the stinkin’ elf” extravagant stores: valuable wines, rich lives to the east. He has also gained some 26. Ogre’s escape tunnel meats and delicacies, rare intoxicants, aged knowledge of the mansion’s contents and Kanos had several escape tunnels from spices, and other delectable items. Very environment, since he has lived here for his mansion planned, but only two were little now remains, most having been many years, but might not offer such infor- fully excavated by hired miners prior to his spoiled or looted long ago by men and mation willingly. death. This tunnel extends for 1200 feet to monsters. The room’s only furnishings are The room has furnishings befitting its the northwest of the mansion, exiting in a broken barrels and crates, many with entic- occupant: a crude pallet-bed of straw, an densely forested region. No chance exists of ing labels on them. Four giant rats are old footlocker, some scraps of unidentifiable the adventuring party finding the tunnel sniffing about here at the moment. Unless ogre-food, and a lot of rubbish and old exit without first having gone through the the player characters’ reaction is particu- bones. The footlocker is locked and has a tunnel itself. The tunnel is littered with larly hostile, the rats will not attack unless poison needle trap on it. A 50% chance trash and debris, and is at most 10’ wide provoked or cornered. exists of hitting it if a small catch isn’t re- and 12’ high. Giant rats: AC 7; HD 1/2; HP 3 each; leased when the lock is opened (save versus A small chamber at the end of the tunnel THAC0 19; DAM 1-3; MOR 6; EXP 6 poison or die in 1 round). It contains 800 forms the lair of a small group of bandits each. Note the 5% chance of catching a sp, 200 gp, and two pieces of jewelry, a who work for Vorlagh: a large goblin and disease from a bite if the victim’s save ver- silver ring (350 gp) and a platinum bracelet live kobolds. Thulin the goblin is large and sus poison isn’t made. (800 gp), wrapped in a dirty cloak of the exceptionally cunning; under his direction, elvenkind. the little group of raiders has prospered, 24. Tool room Vorlagh prefers to enter and leave his looting and pillaging nearby homesteads This room contains several pieces of chamber using the tunnel to area 26; he is and passersby. Vorlagh lets the bandits stay equipment and a large number of tools, aware of the exit at area 30 and has debated here unmolested and backs them up on mostly for mining, excavation, and con- about trying to set a trap for Falrik there, bigger raids, and they give him a few choice struction (picks, shovels, hammers, etc.). but hasn’t gotten around to it yet. He will items of the booty. The bandits are 25% These are mostly intact and in good condi- only divulge this information if charmed. likely to be away on a raid if anyone checks tion, but are covered with a thick layer of A pit trap that Vorlagh easily avoids sits the end of the tunnel. If present, two of the dust. Any particular item that the adventur- in the entryway to the room, and characters kobolds will always be on guard while the ers might look for is 80% likely to be have the normal chances to detect it as any others rest. The small chamber contains present, if reasonable. (Hammers are rea- other trap. The 10’ deep pit (1d6 damage) some straw pallets, two chairs, a small sonable, but lances are not, and no magical contains a few minor pieces of rusted armor, table, and a locked chest containing the items are present.) some small broken weapons, and a lot of group treasure of 176 sp, 33 ep, and 1 gp.

52 DECEMBER 1984 In addition, each kobold has 7-10 cp, and and then go back to his room in the north If hard pressed and desperate, Falrik will Thulin has 5 sp and 1 gp. and prepare to leave the mansion for good. overlook the fact that he is wearing chain- Thulin will use some of his loot to bar- Should some of the characters manage to mail when he jumps into the river. Because gain for his life if it comes to that, but he get past the trap, he will flee into area 29 of his armor and his general panic, he will will always try to save some and gain the casting hold portal on the door behind him quickly begin to flail about in the water, upper hand. if he still has the spell memorized. Should trying to stay afloat while he is carried Thulin: AC 6; HD 1-1; HP 7; THAC0 the characters be trapped, they will begin to downstream to the south. 19; DAM 1-6 with shortsword; MOR 9; starve one day after their rations run out, Falrik will then be washed ashore about a EXP 10. losing 1 hit point per day until dead, unless hundred feet downstream and will survive Kobolds: AC 7; HD 1/2; HP 4,2,4,3,3; the DM brings in someone or something to the ordeal, though he will be exhausted and THAC0 19; DAM 1-4 with daggers; MOR rescue them. Falrik will have fled the area unable to escape further until he has rested 7 (or 9 while Thulin leads); EXP 5 each. by then, and the mission will be a write-off. for 1-4 hours. If the party catches him at The characters may attempt to lift the this time, he will finally be subdued (rather 27. Storage room cage or bend its bars enough to get out. The like a drowned rat) and will go with them Kanos deposited much of his unwanted chance of success, rolled on 1d6, is equal to back to Farstead, resigned to his fate. The furniture and the less spectacular of his the combined strength scores of all charac- pardon will not lift his spirits; he will still be accumulated souvenirs in this room. Be- ters making the attempt divided by 18 suspicious and suspect that he is being led cause the door is particularly thick and is (round fractions off to the lowest whole to his doom. locked in three places, this area has with- number) — i.e. a combined strength total of Epilogue stood even the ogre’s heavy tamperings. 65 would allow a 3 in 6 chance of success. Should the characters get Falrik and The DM may draw up a long list of large 29. Falrik’s haven Annacon back to Farstead safely, the mayor items that fill this room, making some of This room has been Falrik’s home for the will officially apologize to the elf and ab- them mundane (an overstuffed sofa that past few weeks and contains a rough straw solve him of all blame in Eorl Flan’s mur- needs mending) and some bizarre (a lamp bed, a small table, a chair, and a small sack der. Falrik will finally accept the truth of his made from a stuffed constrictor snake) and with clothing, rations, and water. A purse pardon, and he will haltingly explain his some both magical and bizarre (a wyvern’s may be found under the bed with 3 pp and reasons for taking Annacon, demonstrating skull that quotes elven poetry, or a cursed 5 gp. When the group enters the room, the sword’s elf-detection and lie-detection sword that causes the user to see illusions Falrik will have heard them coming and will powers to everyone’s satisfaction. Though it constantly after a certain period of time). will be a while before the local people fully have cast invisibility (if available) on him- Keep in mind that Kanos, as noted above, self. He will then flee out the eastern door. trust him, he will grudgingly be taken back had an odd sense of humor and liked col- The door leads to a tunnel which travels into the community. lecting strange and unusual artifacts. south and a little east to area 30 (below). If Finally, of course, the player characters the group has some means to catch him will receive their rewards. A bonus of 500 28. The cage room quickly, they may do so here, but Falrik will gp will be given to the party if they man- This room is Falrik’s last line of defense not listen to reason or promises of freedom. aged to slay the ogre and his bandits at the before fleeing to his “lair.” It is basically Otherwise, the party will have to follow him mansion and offer proof of this; the reward empty, containing only a bit of rubble and a to area 30. will be devalued accordingly if some bandits chain connected to the north wall with a or the ogre still live. Additional offers for loop on it, rather like a leash. It is possible 30. The hidden tunnel the characters to remain in town, join the that Kanos may have used it to keep vicious The tunnel from room 29 eventually local militia or watch, or even for a strong animals as guards, pets, or specimens. comes up and out of a huge, hollowed-out fighter-type to replace the watch captain When characters enter the room, they will boulder surrounded by dense forestation (as (now safely jailed in another city). Other see Falrik standing on the eastern side with noted on the map); the rock rests 10’ over rewards or offers may be made as the Annacon in hand, ready to defend himself. the river below. The exit is covered by a Dungeon Master desires. This is another of Falrik’s illusions. The elf permanent illusion placed there by Kanos. All characters should get normal experi- is peeking through a peephole from area 29 If not being chased, Falrik will be careful ence for this adventure, plus experience for into area 28. The DM may roll the charac- to remove his chainmail suit and all heavy the reward money, if applicable. In addi- ters’ saving throws versus the illusion to items and lower them to the riverbank from tion, each surviving player character should avoid arousing suspicion. the rock with his rope before he himself receive the following bonuses: Unbeknownst to the player characters, a dives into the water. He will then automati- Entering cellar area: +50 xp. huge cage hangs over the area to the east (as cally be able to escape the mansion, a pro- Returning Falrik alive: +150 xp. indicated on the map), which Falrik will cess which should take only 20 minutes. Returning Annacon to villagers: +100 xp. drop on them if the characters advance toward the illusion or into the correct area. The cage will allow a 3’ wide space around it when it falls, so anyone not caught in it may move around it toward area 29. A character near the edges of the cage when it falls is allowed a saving throw versus wands to avoid being struck by the cage; failure to save indicates the character takes 2-12 points of damage. Each character who must save also has a 50% chance of ending up trapped inside the cage itself. The group has a collective 1 in 6 chance of noticing the cage in its hiding spot on the roof before it is dropped. If the group is caught, Falrik will then walk out from his hiding place in area 29, apologize to the characters (“I’m truly sorry, but I will not face the executioner just to save a motley group of bounty hunters”),

D RAGON 53

56 DECEMBER 1984 D RAGON 57 58 DECEMBER 1984 D RAGON 59 New heights(?) in silliness For TOON players, failure is half the fun

TOON™, The Cartoon Roleplaying acter. (Unless, of course, it’s done in a Game, appears at first glance to be just an particularly silly way.) elaborate joke. A role-playing game based In fact, the use of Plot Points is a hold- on Saturday morning cartoons? Is this the over from traditional role-playing games stuff that epic fantasy role-playing adven- that doesn’t quite fit the TOON spirit. In a ture is all about? straight adventure game, a character’s Well, no. But TOON is a genuine good potential to improve may be important as a idea — an original (if unlikely) concept in tool to motivate the player and to keep a role-playing — that is enjoyable, fast- campaign going. In TOON, this approach moving, and incredibly silly. doesn’t make sense. Cartoon characters The game was designed by Greg Costi- never get “better.” kyan and developed by Warren Spector for The character-creation system tries hard Steve Jackson Games. Costikyan has al- to be “balanced” (making all characters of ready demonstrated a flair for the unusual similar power), but many times cartoon (and silly) with designs such as Bug-Eyed characters have wildly different abilities. Monsters and the Creature That Ate She- Some characters always win, and others boygan” game. Spector is writing his doc- always lose. Since the object of TOON is to toral dissertation on animation, and knows have fun and be silly in character (rather the classic Warner Brothers cartoons well. than to “win”), traditional character bal- TOON is “beer & pretzels” role-playing. ance isn’t needed. The creators themselves It’s hard to conceive of playing a TOON say that “It doesn’t matter how stupid, campaign, but it seems ideally suited for weak, or inept your character is . . . . Half single-session adventures and pick-up the fun of TOON is failing . . . because of games. It works well at parties, and would 1d6+6 hit points, which work like hit points the silly things that happen when you fail! be a good introduction to role-playing for in most role-playing games. There is one So ‘bad’ characters are just as much fun — children and adults. important difference, however. Since car- maybe more fun — than ‘good’ characters.” One of the remarkable elements of this toon characters never die, when your char- They should have taken their own advice game is the simplicity of the mechanics. acter loses all his hit points he just “Falls more seriously. TOON uses only two 6-sided dice, both for Down.” The player sits out the game for TOON currently consists of one book and conventional rolls and for “tens-and-ones” three minutes (real time), and then his no supplementary materials. (More is rolls, which use two dice to generate a num- character comes back into play with all hit planned for future release.) Although the ber between 11 and 66. points restored! current rule book is only 64 pages long, the The shortness of the rules is made possi- Since your character can’t die, there is no game covers most of the topics a TOON ble by the simplicity of the system. For reason for the caution and common sense referee needs to know. Cartoon coinci- example, the designers provide the “Fifty that experienced role-players frequently dences, cause and effect (and how it doesn’t Percent Rule” to resolve all problems: Roll invest in their games. The authors provide apply), and the illogical logic of a cartoon one die. On a 1, 2, or 3, the answer is this advice for experienced gamers: “Forget are treated in enough detail so that a rea- “Yes”; on a 4, 5, or 6, the answer is “No.” everything you know, and act before you sonably experienced gamer can “wing it.” It You can solve a great many problems that think.” Good advice indeed. may be a little skimpy for the inexperienced way. Want something bizarre to happen? During play, Plot Points (which can be referee, however. Roll a die. On 1, 2, or 3, the expected used to purchase improved Skills and tem- The TOON book contains five adven- happens; on 4, 5, or 6, something com- porary Shticks) are awarded. Plot Points are tures in addition to all the rules. Most of pletely illogical happens. given for making another character Fall them take an hour or two to play, and the The characters in TOON are traditional Down, and taken away whenever your longest should take only three or four hours. cartoon types, ranging from rabbits to little character Falls Down. A player receives All the adventures are thinly disguised green men from outer space. There are only Plot Points whenever his character gets hurt Warner Brothers classics that any fan of the four Attributes: Muscle, Zip, Smarts, and doing something that is consistent with his genre will immediately recognize. In play, Chutzpah, each generated by rolling 1d6. Beliefs & Goals (“I hate mice” or “I love however, the adventures take off into all Each Attribute controls a number of Skills, carrots,” for example). And a player re- sorts of zany directions. ranging from Fight (a Muscle Skill) to Fast- ceives Plot Points whenever he reduces the In Warren Spector’s demonstration of ® Talk (a Chutzpah Skill). In addition to Animator to hysterical laughter. Spaced Out Saps at the 1984 GEN CON Attributes and Skills, characters have In a TOON demonstration given by Game Fair, one character jumped out of a Shticks. These are the special abilities of the Warren Spector, he also awarded Plot spaceship to try to “swim” down to the cartoon world, such as incredible speed, Points for Boggling the Animator (i.e., moon. Spector said, “Well, that’s impos- teleportation, flying, and disguise. doing something entirely unexpected that sible, so roll your Smarts or less on two dice Characters start off carrying eight items, stops the Animator or a player dead in his . . . Oh, you failed! Well, it’s impossible, four of which must be “normal.” The other tracks). That’s much more in the spirit of but your character is too stupid to realize four can be as eccentric as the gamesmaster TOON than giving Plot Points for making that, so you succeed!” Inspired silliness — (called the Animator) will allow. The someone Fall Down. Mindless mayhem the very heart of this game. TOON rulebook suggests such items as a should be its own reward, especially since TOON is available at retail hobby shops President Nixon mask, an alarm clock, or a no one ever dies. The spirit of Saturday for $7.95, or by mail for $8.50 from Steve butterfly net, but imagination is the only morning cartoons would be better served if Jackson Games, P.O. Box 18957, Austin real limit. Plot Points were awarded only for inspired TX 78760. A character also starts the game with silliness — not for trashing another char- — Reviewed by Michael Dobson

60 DECEMBER 1984

Going up and getting wet How DRAGONQUEST™ natives climb and swim by Paul Montgomery Crabaugh

The fear of falling is one of the most basic Rank) minus one-tenth of the square of the on. These points of damage are taken di- emotions humanity enjoys. For characters height (in feet) being climbed. This figure is rectly off EN, and not absorbed by armor. in role-playing games, it is a fear realized expressed as a percentage chance. Thus, a Damage is increased by 1 point for each unfortunately often. They’re always trying character with a Manual Dexterity of 20 point of AG lost due to encumbrance. to climb something, and just as frequently and Rank 2 ability in Climbing has a 40% not succeeding. chance of successfully scaling a 20-foot-high Swimming is also a minor skill, but char- There is also another kind of falling: the wall: (3 x 20) + (10 x 2) - (400/10) = 40. acters do not automatically start with it, swimmer who misses a beat, whose strength This formula works for a typical building even at Rank 0. The chance of swimming or lungs give out, falls as well. It’s a much exterior, with cornices, ledges, and other without incident is somewhat dependent on slower, gentler fall — but the oceans are far handholds, when the climb is being made in the time which will have to be spent in the deeper than any building or cliff is high. illuminated conditions. If the climber can- water, reckoned in increments of 15 min- Thieves in the DRAGONQUEST™ game not see the surface he is climbing, the base utes. For example, if a character will have are provided with the ability to climb chance is reduced by 15%. If the surface is to swim for half an hour, then the “dura- things, quite high and smooth things, but unusually sheer, the chance is reduced by tion” in the formula for the base chance is non-thieves have no such ability. And no 20%. The presence of a firmly anchored 2. The base chance for a successful swim is one, not even a Navigator, has the ability to rope to aid the ascent will increase the base (EN + WP + MD) plus (10 x Rank) minus swim. These omissions are remedied below. chance by 50%. the square of the duration. Thus, a Rank 1 Climbing is a minor skill, like Stealth or If the roll for success is missed, a second swimmer with EN 15, WP 12, and MD 18 Horsemanship. All characters have it at roll on percentile dice will determine what who is trying to swim for an hour has a Rank 0 to begin with. Characters who are percentage of the climb had been accom- 39% chance of succeeding: (15 + 12 + 18) + Thieves already have access to their own, plished before the fall; this is the distance (10 x 1) - (4 x 4) = 39. superior form of climbing and will not fallen. The damage the character takes as a The base chance is adjusted by +30% if generally wish to increase Rank with this result is the square of (distance fallen/10) — the water is very still, by -30% if the water skill. Using Climbing, the base chance for a 1 point for a 10-foot fall, 4 points for a 20- is unusually rough, by -20% if the character successful climb is (3 x MD) plus (10 x foot fall, 9 points for a 30-foot fall, and so was completely unprepared for a swim (i.e., thrown in unawares), and by a negative amount equal to the square of (AG loss due to armor + AG loss due to encumbrance). If the roll is failed and the character is alone, the unfortunate swimmer drowns. If a companion is traveling with the character, all is not lost: the companion may attempt to save the victim, at a base chance of (2 x companion’s AG) + (5 x companion’s Rank), with modifiers of +20 for still water and -30 for rough water. If this roll also fails, the character is dead. Even if the companion manages to keep the character from drowning, the character being saved takes 1D10 damage directly to Endurance and must make a new attempt to complete the swim. If this second attempt also fails, the character drowns with no possibility of being saved by a companion. A character who has not attained any Rank with Swimming but who needs it anyway has to make a roll against (4 x modified AG) to stay afloat — and repeat this for every minute spent in the water. The character who can’t swim may be able to keep from sinking, but cannot make any headway in the water. The experience point costs to gain Ranks in these new skills are as follows: Rank 0 1 2 3 4 5 Climbing 0 150 300 450 600 750 Swimming 100 200 300 400 500 600

6 7 8 9 10 Climbing 900 1050 1200 1350 1500 Swimming 700 800 900 1000 1100

62 DECEMBER 1984 D RAGON 63

SOLVED THE MEANING OF LIFE — at least, my life — in four hours flat. Not bad, if you consider it was The only my second case. Of course, I’m the first to admit I couldn’t have done it without the dame. By the way, my name’s White, Nick White. Multi- The sign on my door reads Investigations. I was sitting at my desk on a drizzly day in late July, counting my pennies and wondering how much longer they’d leave the lights turned on, when the dame popped in. From the way she was dressed, I figured her dimensional for a psycho case and reached for the phone to call the men in the white coats. She spoke before I could dial the number. “You are White? The one with the Private Eye Caper which sees into mysteries?” “Sure, kid. That’s me.” I felt myself softening toward her and knew I was in trouble. Her voice had a muscial lilt to it that could have charmed the toughest by Mark Acres goons in the city. Even if she did look like a runaway from a costume party, I no longer had the heart to give her the boot. “Why don’t you sit down and tell me what you need?” “My name is Shushulana. I have by sheer force of will kept myself going for three days now without slumber. I seek the group which killed my companions and attempted to kill me. If you will gaze into your Private Eye and find these villains for me, you will be handsomely rewarded.” It didn’t surprise me that she fell dead asleep in the chair as she mumbled that last sentence. I had never heard of anyone able to go for three days without fading out. I took advantage of the time to check her out. Her costume wasn’t rented; that was for sure. The party shops didn’t stock anything that was as light and sturdy as the material her little green outfit was made from. She had some type of tough polished leather around the upper half of her body; it showed signs of fine workmanship. I figured she must have picked it up out west from one of those Indian craftsmen. The sword she was carrying wasn’t fake. I poked around in her bag — not a purse, just a bag — and found the weirdest collection of cosmetics I’d ever seen. She had everything in there from dried-up insects to ground-up gems. She was also carrying a small bag of gold coins — real gold, all right. I couldn’t figure it. “Forgive me. I must have fallen asleep for a while,” she said as she awoke. “What are you doing with my coin bag?” “Don’t worry, sister. I’m on the up and up. Suppose you tell me whether this is a gag or whether you really are a nut case. And where did you get all these gold coins?” “I do not wonder at your surprise and puzzlement. It is as difficult for me to believe in your existence as it is for you to believe in mine. But as you can see, I am here. I am from another world — a world which prob- ably exists in a time or a dimension different from your own. I seek your aid. The gold is yours if you will give Illustrations by John L. Gilmore

D RAGON 65 it to me; or, if necessary, name your own price.” group — killed my companions and tried to kill me. I “How did you find out about me? I’m probably not want to find them.” in the Yellow Pages in this other world you’re talking “Why not go to the cops?” about.” “Do you think your sheriffs or court officers would “I have sought help from many in this strange city, believe me? I have already tried them. They were of no including those called coppers or flatfoots. None help.” would help. But one of the flatfoots informed me as to She had me there. There probably wasn’t one other how I locate you and your business.” sap in town who would believe a single word of her I thought I’d seen every kind of weirdo there was, story. but this was a new routine to me. I just sat there and “Where, when, and how did these murders take stared for a while into those beautiful, frightened eyes, place? Did you see the goons who did it? Would you determined that I’d have to turn her over to the recognize them if you saw them again?” headshrinkers before she really hurt herself. But as I “The where and when are parts of my world, my watched her sit there and look back at me, mumbling dimension, Mr. White. The how is hard to describe. I something in some kind of foreign talk, I knew I have fought many battles in what to you would seem a couldn’t do it. I didn’t know what she was, but some- very long life. But never have I seen fighting men such how I suddenly knew down in my gut that this was no as these. Their blows were very hard, and my compan- nut-case floozie. And I knew that, no matter how much ions fell before them quickly. Our blows seemed faint I was going to regret getting involved in this, I was compared to theirs. My surest strokes, enough to fell going to help her. any normal man, seemed barely to slow them. And yes, “Look, kid, you’re still all tuckered out. Why don’t I am sure that I would know these men if I were to see you lie down on the couch over there. I’ve got a few them again. Will you now use your magic crystal ball, things to do, some things I gotta check out. I’ll be back your Private Eye? Will you now help me? If this gold is before long, and we can see what can be done about not enough, I assure you I can get you more.” this case.” She tossed the bag of gold coins on my desk and “That will be fine, Mr. White,” she said. I noticed searched my face with her baby blues. I stifled the she had a kind of strange, satisfied smile on her face as romantic notions that crossed my mind and tried to she pulled my ratty old blanket over herself and explain to her what a private eye really was. I’d never nodded off. been mistaken for a round hunk of glass before, and I knew she’d be okay at the office. Shirley, my secre- besides, I wanted her to know I was going to earn my tary, could look after her. I went to my place and pay the hard way. grabbed a little shut-eye myself; I’d been up for almost It would be the hard way, too, if what I was thinking three hours, which was a long time for me. When I got turned out to be near the truth. Those goons she’d de- up, I thought through everything she’d told me and scribed reminded me uncomfortably of a couple of Al drove out to the university campus. Tolino’s boys I’d run into on my first case. Seems I’d I found old Dr. Wittgenstein asleep in his office. broken up a little plan of Al’s to fix the May Day races He’d taught math, logic, and linguistics for more years at Aqueduct Park. Al didn’t take kindly to that. He than I had been alive. If there was anything to this sent over a couple of his associates to straighten me out other-dimensional stuff in her story, he’d be the guy on the matter. When it was all over I identified them who could tell me. I also figured he could give me a for Lt. O’Malley at the morgue, and Al hadn’t bothered line on where a name like Shushulana could have me much since then. But it took five shots in the chest come from. to get both of them. I didn’t think much about it at the The old boy was hard to rouse, but once he under- time, but now I realized that one shot should have been stood what it was that I wanted to know about he was enough to have at least dropped them to the ground. off and running. He talked for about an hour and a There was something strange going on here. Super- half, and I hardly understood a word he said. Finally I tough killers showing up in two different worlds, two got the general idea that, mathematically, at least, it different dimensions? It seemed too bizarre to be true, was possible that there were all kinds of dimensions. but that’s the way it added up. That didn’t make the little doll’s story true, but it did It was time to find out if her set of goons were any make it possible. Doc couldn’t give me a make on the relation to the goons in my own world. We grabbed a name. It was time to grill my client some more. cab and went straight to police headquarters. O’Malley I found her where I’d left her, but Shirley was gone. owed me and I didn’t take any guff from him. I There was a note on my desk reminding me to send snatched the mug books out of his hands and showed Shirley her salary and wishing me luck if I was going them to Shushulana. It took her less than fifteen to be dealing with weirdos in the future. Somehow, it minutes to finger five of Tolino’s boys as the heavies didn’t seem to matter that Shirley was gone. That’s who’d wiped out her friends. Two of them were the when I knew the little dame really had me under her unfortunates I’d already sent to their reward. And I spell. I woke her up gently. knew where to find the other three. “Okay. At least part of your story seems to check out. Those three would have plenty of questions to Now, what’s this about a murder?” answer. How did they manage to pop back and forth “As I have told you. A strong group — a very strong between two different dimensions? What kind of racket

66 DECEMBER 1984 was Tolino running in Shushulana’s world? Or were The voice came from the gray sky outside the door. I they free-lancing in her dimension, cutting Big Al out figured pretty quick that it had to be one of the goons’ of the action? Or was this all part of something a lot buddies from another dimension. And from the way bigger? I figured it had to be. Tolino’s goons were the voice seemed to be in charge of things, I decided it tough, but they were pretty dim bulbs; and any big must belong to the Big Guy himself — someone even plans would have to be coming from someone smarter. bigger and meaner than Tolino. Sure, it all made I didn’t want to take her with me to Little Augie’s, sense, now. This Big Guy had a multidimensional but she insisted. I tried to tell her what this speakeasy racket going. He probably had hoods in a dozen differ- was like: a stinking dive full of the worst type of ent worlds. He was a big fish, all right, and I couldn’t vermin in society. I tried to tell her these goons played wait to get my hooks in him. hardball, but she just smiled that special smile of hers and said she could take care of herself. I was in no position to argue; she had the money. The bouncer at Augie’s went out like a light when I introduced his head to the butt end of my .45. Tolino’s three little pigs nearly choked on their bootleg beer when I came in with the little lady and pointed my cannon their way. “Alright. I want some answers and I want them now. If anybody gives me lip or a run-around, they’ll get what the bouncer got, but this time from the other end. Understand?” They understood okay, but they still thought they could take me. One bolted for the door of the manag- er’s office. My first slug tore into the wood just above his head. The other two went for their guns, but they hadn’t counted on Shushulana. Her first swing with that sword was really something: she clipped the guy behind the head with a backswing while she was still in the air leaping over his table. I felt hot lead whiz past my ear and dove behind the bar while the third hood squeezed off a second shot. After that the action got pretty hot and heavy. I was afraid to shoot at Tolino’s boys for fear of hitting Shushulana. She was all over them with that sword of hers, but I figured sooner or later they were going to take her out with a lucky shot. That’s when the clown who ran into the office came running back out again with the Thompson. The Thompson submachine gun is a marvelous weapon: it can rip off ten slugs a second and carries fifty in its “Shushulana, how did you get to my dimension? Is drum. I pumped five quick ones into him before he there any way you know of to get back to yours, or to turned to face me. I was the last person he ever saw. another one?” Then I jumped over the bar, grabbed the tommy “I have powerful spells, White. Where do you wish gun, and shouted to Shushulana, “Get down. I’m to go? How do you know where to go now that the gonna open up!” ones you sought are dead?” She dove, and Tolino’s boys headed for the door. I “I want to go to wherever that voice is coming from. cut ‘em down with three quick bursts. Come on, sweetheart, you’re supposed to be the one By then the place had pretty well emptied out; the who’s experienced in this dimension-hopping bartender was attending to some urgent business in the business. How does it work?” back room, and I figured he wouldn’t be any problem. “It is dangerous, more dangerous than you could I strolled over to the bodies by the door. Shushulana possibly know. But there is one way. If the life force of and I caught the last words of one of the goons. this dead one is heading toward that voice, we might “I didn’t know damage worked like this in this be able to follow the life force through the astral variant —” he croaked. plane.” Strange last words. But what really hit me in the face “Yeah, sure,” I muttered. It sounded like mumbo- like a wet dishrag was the voice I heard answering this jumbo to me, but there was no backing out now. I gave corpse. her the okay. She pulled out some kind of funny neck- “Well, it’s always more fun when there are a few lace-like thing, grabbed my hand, muttered something surprises. Roll up another one while I work out the weird, and away we went. rest of this . . .” I couldn’t make any sense at all out of where I was

DRAGON 67 for a while. It seemed like we were nowhere at all, us, oh no. We’re just extras, just cannon fodder for his except I could just make out some dim forms that hero friends. He even stacks things against us, so his looked like Tolino’s boys far away, ahead of me. friends have a lot better chance to put us in the ground Shushulana told me to just think about them so we’d without getting scratched themselves. stay on their track. Didn’t know I was gonna be the “These other five, they’re players. When they play first P.I. to work a tail in the astral plane. Finally, they like big warlords, they come into your world. That’s seemed to disappear behind some kind of membrane where they killed your friends. When they play bigshot up ahead. gangsters, they come into my world. It’s a real cozy set- “There, White. There is the dimension of the voice.” up for them. It doesn’t even matter if we kill them; “Great. Let’s go in.” I set the Thompson on full they just pretend they’re someone else and come back automatic again just to be on the safe side. I didn’t again. know who we were about to meet, but I figured they’d “Only this time, something went a little wrong. The be plenty tough. I plunged headfirst through the Big Guy created us, but he made us too powerful. He membrane, with Shushulana right behind me. Next gave us so much will, he couldn’t control us anymore. thing I knew, I was standing in somebody’s kitchen. In fact, he made us so tough that after a while we The first thing I saw was the Big Guy — the man I started to keep right on living even when he wasn’t was after. I knew him as soon as I saw him; that inno- thinking about us. It drains us to do that; that’s why cent fourteen-year-old disguise didn’t fool me for a we seem to sleep so much. But we’re luckier than the minute. He was sitting at a table with a bunch of guys others in our worlds: they only wake up when he who looked just like Tolino’s hoods, just like the thinks about them or when we need them for some goons who’d killed Shushulana’s friends. There were special reason! ” books, papers, and funny little plastic shapes, like dice, There were a few other things I didn’t go into; for all over the place. The Big Guy looked at me like he’d example, the game they’d just been playing was some just seen a ghost. For all I know, maybe he thought he wild variant where characters from all their games had. I didn’t waste any time; something in my gut told came together in one horrific adventure, and one of the me those dice were loaded and dangerous. players had blown his Luck check and that was the “Alright, now, you meatball, lay those dice on that only reason we were still alive. These were details I table, real gently. I said lay ‘em on it, don’t roll ‘em. figured she didn’t need to know. And don’t look at the numbers that come up when you They didn’t matter. Their Big Guy — I think he said put ‘em down.” his name was Fred — brought back her friends, alive He did as I said. It’s amazing how looking at the and well. Then we made a deal. He and his players wrong end of a Thompson will make people very promised to think about us a lot — that would cut accommodating. I lined him and his five friends up down on my sleeping time, making it possible for me against the wall. I had Shushulana watch them while I to get a lot done in my own world, more than anybody went through the books and papers on the table. else could. In return, Shushulana and I agreed to stay It was a lot worse than I had suspected. The whole out of his world, and I promised not to shoot up his deal was a game, a big stupid game, someone’s idea of kitchen before I left. a good time. It took me a while to piece together the That pretty much wrapped it up. Shushulana got us details, but after a half-hour or so I was able to spell it back to our respective worlds. After a while, Fred and I out for Shushulana. actually became friends of a sort. Now, I’m the biggest “These people are playing a game, sweetheart, a detective in Lakefront City; there’s even talk of run- game about elves and magic and monsters and who ning me for mayor. I hear from Fred that the little lady knows what else. Sometimes they play other games: is now something they call an Elven Queen. I don’t games about gangsters, games about the Wild West, know exactly what that is, but it sounds okay. games about all kinds of things. Problem is, when they Who knows? Maybe someday I’ll have Fred play that play these games, they need extra people — just like variant again just so I can find out if an Elven Queen the thousands who always get killed in a good war and a gumshoe-made-good can have any kind of real story while the audience is enchanted with the actions relationship in this crazy, mixed-up, multidimensional of a few heroes. These guys play the heroes. Seems like world. we’re the extras. Meanwhile, if you’re one of those DMs or judges or “See, we only really exist when their main guy — whatever Fred is, better play it safe. The NPCs you that one, the one they call the DM, or the judge — is have to deal with may not be as reasonable as I am. thinking about us. Only he don’t care nothing about DRAGON 69 LOG

First, some amazing news. AMAZING® Science Fiction CONTENTS Stories, one of the sister publications of DRAGON® Magazine, will soon be a TV series! Steven Spielberg (that’s STEVEN SPIELBERG, as in E.T, Jaws, Indiana Jones and the Temple of ARES Log ...... 70 Doom, and Gremlins) will be the executive producer, and the show will appear in the fall season of 1985. If you wondered THE SIX MILLION when anyone was ever going to make a show like the old DOLLAR “Twilight Zone” series, your prayers have been answered! Bruce Humphrey ...... 71 If the above news whets your appetite to see more of what Cyborgs in the GAMMA WORLD® makes AMAZING Stories an amazing magazine, look for the game. ad for it in this section. You won’t regret it. The First Annual ARES™ Awards are over. The results have The MARVEL®-Phile been tallied and are ready to appear in the next issue (#93). Jeff Grubb ...... 74 A few pleasant surprises appeared, but the “Big Three” of The Heralds of Galactus™! the science-fiction gaming world came through as expected. Who were the big three? Check back next month. . . . STARQUESTIONS All of the letters we receive on the MARVEL®-Phile are Penny Petticord & turned over to Jeff Grubb, in case you were wondering. Any Ed Greenwood ...... 78 questions you send in stand a good chance of being Questions and answers on answered in his Phile in the introduction; we might also do a STAR FRONTIERS® gaming. StarQuestions column on the game in the near future. Speaking of marvelous things, the centerpiece for this section illustrates the Heralds of Galactus™, surely the most powerful superheroes we’ve printed in the magazine yet. Move over, Thor™ and Hulk™! Also in this issue are some comments on building your own cyborg in GAMMA WORLD® gaming, and the usual assortment of StarQuestions, this time on the STAR FRONTIERS® game (including a few questions on the Zethra, the NPC race that appeared here in issue #84). Good reading, and good gaming. The editors

ARES™ Section 92 THE SCIENCE-FICTION GAMING SECTION

Editors: Roger Moore & Mary Kirchoff Design: John Meyers Editorial assistance: Patrick Lucien Price, Eileen Lucas, Georgia Moore Graphics and production: Kim Lindau, Barbara Evert, Roger Raupp All materials published in the ARES Section become the exclusive property of the publisher upon publication, unless special arrangements to the contrary are made prior to publication. Unsolicited manuscripts are welcome, but the publisher assumes no responsibility for them and they will not be returned unless accompanied by a stamped, self-addressed envelope of sufficient size and volume. ARES is a trademark of TSR, Inc.'s science-fiction gaming section in DRAGON® Magazine. All rights on the contents of this section are reserved, and nothing may be reproduced from it without prior permission in writing ON THE COVER from the publisher. Copyright ©1984 TSR, Inc. Galactus™, Eater of Worlds, has had many STAR FRONTIERS, GAMMA WORLD, DRAGON, AMAZING, and GEN CON Heralds; their coming means unlimited are trademarks of TSR, Inc. All Marvel characters and the distinctive like- nesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER destruction is right behind them. The HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel MARVEL®-Phile has details on three of the comics group. Copyright ©1984 Marvel Comics Group, a division of Cadence toughest Heralds that ever existed. Cover Industries Corporation. All Rights Reserved. art by the Marvel Bullpen. Traveller is a trademark of Game Designers’ Workshop.

70 DECEMBER 1984 One of the areas that the GAMMA sate for a permanent wound or weak- most desirable option. WORLD game has never fully explored ness. Bionic parts are also useful to even Suppose, too, that a character wants is that of bionics. Bionics is the study of up character abilities and to provide the to have his perfectly functional hand living systems to find solutions for engi- basis for quests centered around their replaced by a bionic hand. Few doctors neering problems. One of the results of location, upkeep, and would consent to such an operation such study is the creation of bionic parts augmentation. unless bribed or otherwise convinced to and prostheses, artificial replacements Problems and more problems perform the operation; the same holds for lost body parts. This brings up the true for robotic surgeons, which would question of how to turn a player charac- The first goal in the quest for bionic seldom be programmed to perform ter into a cyborg. parts is to find a way to get them unnecessary surgery. If your character Forget the reruns of “The Six-Million implanted or attached. Depending on wants a bionic hand, he may have to get Dollar Man” — that stuff wasn’t very the campaign, it could prove difficult to his own hand removed first — and prob- accurate. Your character won’t be run- locate a surgeon who can do such work. ably not by surgical means. The removal ning sixty miles per hour or lifting tons, Healer-type mutants might be able to of the body part could result in death or but he’ll have vast potential. Of course, effect bionic “repairs,” and they are a permanent loss of hit points even after he’d be well advised to make friends usually easier to find than doctors are in the attachment of bionic parts. If the with a good mechanic and a vat of rusto- the GAMMA WORLD game. It might be bionic implant is unsuccessful, the char- leum. possible to program a med-kit to do this acter will have a permanent disability. A For game purposes, a bionic part may sort of thing, but one is usually better lot can go wrong if one purposefully be classified as any inorganic item which off finding a medical facility (such as an goes questing for bionic parts. is surgically attached to a living being. intact automated medical complex con- If the character is lucky, the physician This would include a simple metal club taining medical robots, or possibly a will have bionic prostheses around for used in place of a missing hand or a “rejuv chamber”). his use, but this is not something one high-technology arm controlled by Unfortunately, an aversion often exists can count on. Often one will have to thought and as functional as the original among medics (living and robotic) to take second-best parts. Second best in (or more so). Bionic replacements essen- implanting bionic parts unless absolutely this case includes new or used bionic tially become part of the person “wear- necessary. If “natural” replacements for parts which were not quite what your ing” them. In the GAMMA WORLD missing limbs of organs are available, a character wanted or needed, such as a game, bionic parts can be used to character may have quite a job convinc- three-fingered “experimental” hand strengthen a weak character or compen- ing medics that the bionic parts are the when he wanted a “regular” one. Beg-

DRAGON 71 gers can’t be choosers. Some rewiring the adventurers such an expert. Instead, what follows are guidelines and and reconstruction are to be expected In any case, bionic parts must be suggestions which might spark your when one takes on a bionic project. A inspected at least once a month by a own ideas. skilled technician will be needed for knowledgeable technician or robot, and ARMS: While bionic arms will not give complex reworking, though a hammer they should be cleaned at least once a fantastic strength (they are, after all, still and luck might work as well. week. This frequency can be adjusted attached to a normal body), gripping and There’s also the question of paying for up or down, depending on the complex- elbow strength could be great (up to +2 these services. This may entail compen- ity of the equipment and the damage PS lifting, +6 PS for gripping or braced sating the doctor or robot in terms of taken by the owner in combat. If the elbow actions). Sensors could be money, artifacts, work, or spare parts. periodic cleanings or inspections are not implanted in a bionic arm, with possibili- The medical bill can be painful to pay; made, or if the owner loses more than ties as described in “sensors” below. some things never change. 75% of his hit points in battle (excluding Spikes mounted along a bionic arm The last resort would be to adapt non- non-physical damage from mental would be very useful in combat (for up bionic mechanical and electronic parts attacks), there should be a 30% chance to 1d8 of damage, when applicable), as for the job. While these are not reliable of bionic failure. For each additional would retractable claws (adding up to 3 as a rule, they can be the most innova- week (or 5% damage taken in combat), points of damage per melee attack). tive and powerful of bionic parts. add a 10% (cumulative) chance for fail- HANDS: Bionic hands could range Android and robot parts are best for ure. Any bionic part which fails will not from simple hooks to sophisticated such scavenging, but guns, vehicles, and work again until an equipped technician robotic mechanisms. One can have a other simple and complex mechanisms spends 6-36 hours working on it. variety of artificial bionic hands, each will do in a pinch. The power of scav- Other problems with bionic parts with a particular function; one simply enged bionic parts should be somewhat should not be overlooked. A major con- disconnects one hand and affixes a new less than that of the standard equip- sideration is the source of power for the one with (hopefully) little trouble and ment, if only because of the minor alter- equipment. Usually this will consist of effort. A sword-hand or pistol are two ations made on it during installation. atomic or chemical energy cells, but the obvious bionic options, and these would The size of such weapons and equip- bionic parts may also be geared to the do damage the same as standard weap- ment should also be a factor, since the character’s own biological energy ons. Tools and electronic implements for more powerful equipment found in such reserves. For a mutant, this could mean repairing equipment could be built into things as Death Machines and engineer- using mutational energy to charge the other bionic hands. A communicator or ing robots could be difficult for the bionic parts; a mutation such as electri- sensor could be added as well. One average character to lug around. cal generation could be harnessed in this example of a bionic hand appears on the Energy cells, batteries, or other way. A Pure Strain Human or mutant cover of the revised GAMMA WORLD® reserves of power may need to be could also have bionic parts that drain game box (see the mutant in the lower placed within the bionic part or hit points temporarily when these parts right-hand corner). implanted on the character and con- operate, lowering hit points by a certain TEETH AND THROAT: A well-known nected to the equipment. This can amount with each use of the bionic part application of this possibility is “Jaws” become important in the case of deeply (such as one attack from a laser or one from the recent James Bond films. Steel implanted bionic parts which may have scan from a sensor). Whatever hit points teeth could do 1d6 damage per bite, or limited power reserves. How will the are lost would then be regained within a more if mounted in a mutant animal’s cell be replaced? Who will do it? This few minutes or hours. mouth. Sensors could be implanted in problem is solved if the power supply is Other problems must be considered. the mouth to give special taste senses. in an accessible place and wired to the Damage to bionic equipment could cause Artificial gills or a permanent oxygen equipment, but the power cell could power supplies to explode, for instance. mask for protection from gas attacks accidently be removed or accessed. The Malfunctions could range from simple could be implanted. One’s voice could be wiring could be damaged in combat or shutdowns (usually at the most inoppor- amplified, acting as the mutation sonic sabotaged by an irate character. Security tune times) to bizarre actions such as blast or altered to mimic other voices or may be sacrificed for some utility, but twitching, uncontrolled firing, piercing sounds. both are considerations. whistles, and electrical shorts which do EYES: Bionic eyes could have camera- Once the bionic parts are implanted up to 3d6 damage to the wearer. Some like, telescopic, or microscopic powers, and the character is using them, the of the more unusual things that can or could allow infrared or ultraviolet parts’ upkeep and limitations should happen to bionic parts include being vision. A ray weapon could be incorpo- become important. Most bionic parts taken over by mutant powers (energy rated in a non-seeing artificial eye (dam- will fall apart sooner or later; the more negation and magnetic control are possi- age ranging from 1-2 d6, with a range work and punishment a part receives, bilities). Bionic parts can also be up to 10 meters). Such a weapon would the more it will need maintenance. removed or misplaced by accident or on have to be recharged after no more than While routine oiling, inspection, or purpose, particularly in combat or by 3 uses. The eye could also be made cleaning could be done by the wearer, someone else looking for bionic parts. Of immune to blinding illumination or even some maintenance must be done by a course, some bionic parts can rust be made unaffected by certain illusions. skilled technician. Such folk may be unless they are protected. EARS: Obviously, bionic ears could hear well into supersonic ranges or be hard to come by. The search for a skilled Types of bionic parts technician could form an adventure; the made extremely sensitive to sounds party could also embark on a quest for The possible uses of bionic parts are (with the problem of filtering out information which would make one of far too varied to completely list here. unwanted noise like crickets, birds, and

72 DECEMBER 1984 D RAGON 73 wind). They could also protect the from a shell-like surface (AC 2) to a flexi- sensors may be improvised or created wearer from sound attacks (halving ble metal skin (AC 6). Such armor would by someone with the right training and/ sonic damage and preventing deafness). also give added resistance to damage or mutations, using materials from vari- BONES: A bionic skeleton could give from acids, fire, or cold (effects to be ous sources. Sensors include infrared, extra strength (up to +2 PS, due to a determined by the referee). Sensors UV, telescopic, microscopic, and metal- stronger muscle platform) and act as the could be included in the skin. The bionic detecting sorts; other sensors that might mutation skeletal enhancement. Bionic skin could also act as the no nerve end- be developed or found include mutation parts connected to or contained within ings mutation. detectors, mental energy detectors, gas the skeleton might grant special powers, ARTIFICIAL GLANDS: Special analyzers, radiation sensors, movement such as added dexterity (no more than implants, possibly controlled by the detectors, atomic or electrical energy +3 to the original score). character, could put chemicals into the sensors, force field detectors, or even LEGS: While they would be useful for owner’s bloodstream. These could simple watches. Most sensors should jumping (distance figured at up to 2/3 include any of the standard chemicals have a range maximum of 100 meters. DEX in meters, height at 1/4 DEX in (such as “accelera” or “cur-in”), but could Depending on their function and the meters), running (no more than +1/3 be stimulants or anti-toxins as well. GM’s rulings, sensors can range in size increase in speed), and kicking (+1d6 Another possibility is to implant an injec- from ring-sized or smaller to camera- damage), bionic legs would not allow tor which could be used like a poison sized devices about 3” square. extreme additions to existing abilities in sting in combat, giving a poisonous or EXTRAS: Cyborg building does not these areas, since the rest of the owner acid touch attack (that might harm the necessarily entail the replacement of a is still mortal flesh. As with arms, sen- wearer if he isn’t careful). lost organ or the addition of some com- pensatory equipment. It can be used to sors could be placed in bionic legs, and Other bionic additions they would probably aid in balance so increase a normal character’s abilities as that the owner would take less damage The following equipment could also be well. Robotic tentacles can be implanted from falls (allowing one to fall up to 9 added to a cyborg character: for increased manipulative and combat meters without damage). More exotic ROBOTIC PARTS: Practically any abilities. A permanent helm can be attachments could be jets (allowing the equipment found on a robot could be added to give continuous protection to wearer to fly) or other vehicle parts to used as bionic parts. Weapons are an the head. Antennae can be fitted with enhance movement capabilities. The obvious example, but small tentacles, sensors or can function as communica- equipment available will determine the tractor/pressor beams, sensors, and tions mechanisms. The possibilities are limits of these latter bionic parts. movement modules may also be used. limited only by the imagination and SKIN: The obvious use for bionic skin SENSORS: Detection equipment can be daring of the players and the equipment is as armor. This could mean anything found in most robots, but other types of at the characters’ command.

74 DECEMBER 1984 D RAGON 75 The MARVEL®-Phile The Heralds of GALACTUS™! by Jeff Grubb

NOVA™

TERRAX™

SILVER SURFER™

76 DECEMBER 1984 First, thanks to everyone for the Marvel Superstars appear in the new didn’t care for this kind of existence, response to the early Marvel®-Philes. module The Secret Wars, based on the prefering a life of quest, adventure, and We’ve gotten a lot of letters on the hit comic book series!) exploration. series, and a few true believers have So it was when Galactus’s ship arrived sent in requests for enough heroes to at Zenn-la. While the others of his race keep me here in the ARES™ Section of prepared to meet their end (they had no DRAGON® Magazine for some time. space navy that could challenge the A few of the letters brought up the SILVER SURFER™ mighty Galactus), Norrin took a hastily- matter of Thor’s™ Intuition. The Thun- Norrin Radd, native of Zenn-la constructed spacecraft to meet with the der God was listed here (and in altered alien Eater of Worlds. Avengers™ Assembled) as having an Galactus granted an audience to Norrin Intuition of Excellent. This is pretty nice Fighting: AMAZING (50) Radd and explained that, had he a scout for a Norse deity, but it was listed in the Agility: MONSTROUS (75) who would find more suitable worlds for MARVEL SUPER HEROES™ Campaign Strength: UNEARTHLY (100) him, he would not be forced to consume Book as merely Good. Endurance: UNEARTHLY (100) planets which were home to sentient life. What happened is that in the time Reason: EXCELLENT (20) Norrin volunteered to become such a between last November (when the Cam- Intuition: MONSTROUS (75) scout if Galactus would spare Zenn-la. paign Book was penned) and June (when Psyche: INCREDIBLE (40) Galactus accepted the offer and used his the first Marvel-Phile appeared), Thor’s powers to restructure Norrin Radd’s body actions in his comic series meritted a Health: 325 into a form suitable for his new task. So higher Intuition rank. He’s literally more Karma: 135 was created the Silver Surfer, first Herald on the ball now than he was then. Resources: POOR of Galactus. ® The Surfer, acting as Herald, discov- The members of the Marvel Universe Popularity: 17 are not fixed and unchanging like flies in ered Earth at a time that Galactus’s hun- amber, but develop and grow as do Powers: ger was great. The Surfer penetrated the normal people. The Hulk™ has gone Watcher’s™ attempt to cloak the planet from raging beast to green-skinned POWER COSMIC. Galactus has granted from his detection abilities, and he soon scientist and back. ™ can Norrin Radd the ability to channel ambi- came into conflict with the Fantastic walk and now leads his team into battle. ent cosmic energy at will. This gives Four™. During this confrontation, the Even Spider-Man™ altered his powers Norrin Radd the ability to fire cosmic Surfer met blind sculptress Alicia Mas- with his new suit for a short time. Just bolts of Unearthly power and damage ters, who showed him the courage and as the Marvel Universe is changing, so from his hands. Instead of firing bolts, beauty of the human spirit and convinced too will characters in the game change. Norrin may channel his power into his him to turn against his master. I’ve had players inform me that a partic- Agility (raising it to Unearthly) or The Surfer, with the help of the ular hero was faster, stronger, or Strength (raising it to Shift X). Finally, his Fantastic Four and the Ultimate smarter than I had rated them; and, on power allows him to heal up to Nullifier™, turned Galactus away from a few occasions (after checking recent Unearthly damage in a single round. the Earth. Before departing, however, appearances in their books), I have This healing is subtracted directly from Galactus erected a barrier around the agreed. the Silver Surfer’s own Health, but may Earth keyed to prevent the Silver Surfer The upshot of all this is that we are be regained in 1-10 rounds. from escaping into space. Since that time, making every attempt to be current the Silver Surfer has been exiled on Earth with the Marvel Universe. Sometimes BODY ARMOR. The Surfer has Mon- and has aided several super-powered this involves modifying the listed abili- strous body armor against physical dam- groups in their times of need, including ties of a character in the campaign book. age and Unearthly body armor against the Fantastic Four, Avengers™, and Either version is correct; the only differ- all forms of Energy attack. He is unaf- Defenders™. ence is that material presented here and fected by the rigors of space travel and in future products will be current with has no need to eat or breath. He can still the Marvel Universe at time of release. If be Slammed by lesser beings while he is there are minor changes in a character, airborne. NOVA™ they will be recorded. If there are major Frankie Raye, native of Earth changes, we will again report them and FLIGHT. The Surfer uses a device altered human the reason for the change. shaped like an earthly surfboard in Alright, then, this month’s request order to fly. The “surfboard” is made of Fighting: AMAZING (50) comes from a Mr. B. Grimm of the Bax- Class 1000 material and responds to Agility: UNEARTHLY (100) ter Building (well, the letter was post- Norrin’s mental commands at an unlim- Strength: AMAZING (50) marked El Paso, Texas, but he could ited range. This device flies with Class Endurance: UNEARTHLY (100) have had stationery in the Fantasticar™ 1000 speed, but it is restricted to Mon- Reason: GOOD (10) for that sentinel of the skyways, the strous speed in the Earth’s atmosphere. Intuition: AMAZING (50) Silver Surfer™ Not wanting to disap- Psyche: AMAZING (50) point a fan with Monstrous strength, The Silver Surfer’s story: Norrin Radd here is not only Norrin Radd but also was a member of a humanoid race of the Health: 300 Galactus’s™ present Herald, Nova™, and planet Zenn-la. Zenn-la was a utopia, Karma: 110 his previous one, the late Terrax™. (The with most social ills fully removed and its Resources: UNEARTHLY “Big G” himself and a roster of other people leading peaceful lives. Norrin Popularity: 0

D RAGON 77 Powers: Nova’s story: Frankie Raye’s stepfather finally gave way. Frankie gained full use was Thomas Raye, alias Phineas T. Hor- of her powers, which were similar to GENERATE/CONTROL FLAME. Nova can ton. Horton was the creator of the origi- Johnny’s, and served with Fantastic Four generate a huge amount of flame, doing nal Human Torch™, a synthetic android as the Third Human Torch. up to 150 points damage in a single that fought criminals and Nazis in the This situation was changed by the round to one area with a range of sev- ’40s and ’50s. (This Human Torch was arrival of Galactus, the Eater of Worlds. eral hundred miles. By properly chan- deactivated and revived years later, Galactus was pursuing his errant Herald neling her cosmic energy (requiring an becoming the Vision”). With the debut of Terrax to Earth, and was intent on con- Endurance FEAT), she can raise this to the Fantastic Four, Horton became angry suming Earth to recharge his dwindling 500 points damage. This flame has no at the idea of another individual taking on reserves. Frankie Raye, motivated by a effect on Galactus. the name and abilities of his Human desire for adventure and exploration, Torch. He resolved to create another volunteered to be Galactus’s new Herald BODY ARMOR. Nova has Unearthly android Torch, and he enlisted the aid of in exchange for the safety of Earth, much body armor and is immune (Class 1000 his stepdaughter Frankie. During their as Norrin Radd had done many years resistance) to heat and cold. Items with work, Frankie was engulfed in an acci- previously. The Eater of Worlds aug- less than Amazing material strength will dental chemical explosion. Rather than mented Frankie’s powers to their present melt on contact with her body, and killing her, the chemicals reacted state, and she left Earth with him, break- individuals who attack her will suffer mutangenically with the cells of her body, ing Johnny Storm’s heart in the process. Amazing damage unless protected from giving her the abilities of the original Since that time, Nova has become very heat. Nova requires neither air nor food, Human Torch. attached to Galactus and has served him nor is she subject to disease. She can still Horton was frightened by this change, well. Unlike the Surfer, she has fewer be Slammed when in flight. and hypnotized Frankie Raye to forget qualms about the destruction of alien life the experience. He also provided her with and has in the recent past led Galactus to FLIGHT. Nova can fly at up to Class 1000 a costume to inhibit her new abilities and the throneworld of the Skrulls™. speeds, and she travels faster than light instilled in her a deep-seated fear of when using self-created stargates. When flame. This fear lasted until Frankie confined to earthlike planets, she moves began dating Johnny Storm, the second TERRAX™ no faster than Monstrous speed. Human Torch, when the hypnotic block Tyros of Birj, tyrant (now deceased) altered alien

Fighting: UNEARTHLY (100) Agility: AMAZING (50) Strength: MONSTROUS (75) Endurance: MONSTROUS (75) Reason: GOOD (10) Intuition: MONSTROUS (75) Psyche: AMAZING (50)

Health: 300 Karma: 135 Reason: POOR Psyche: 50

Powers:

CONTROL OVER EARTH. Terrax had Unearthly control over rock and earth, and was able to affect an area over 100 miles in diameter, shifting tectonic plates, creating earthquakes, and using rocks as missiles and transportation (all with Unearthly damage and effect). Once he took the entire island of Man- hattan from Earth into outer space.

FLIGHT. Terrax flew by riding on a piece of earth that he controlled by levitation, using it as a flying platform much as the Silver Surfer flies using his “surfboard.” He could fly in this manner at Class 1000 and could enter hyperwarps for inter- planetary travel. On planets, Terrax could fly at Monstrous speed.

78 DECEMBER 1984

BODY ARMOR. Terrax had Unearthly help to defeat a menace to Earth, to bring kept from his “ally.” body armor and had Class 1000 protec- Tyros to him. This the super-powered Terrax performed admirably, dispatch- tion from the effects of heat and cold. group did. ing three of the Fantastic Four. He then He could be Slammed while flying unless Galactus augmented Tyros’s mutant turned on Doom, immobilizing Latveria’s he was riding one of his earth-bases for ability and renamed him Terrax the ruler in his own armor. In his moment of transportation. Tamer. Given great power, this Herald triumph, Terrax was attacked by the created nothing but problems for his Silver Surfer, coming to aid the FF. COSMIC AXE. A gift from Galactus, master. Terrax sought to defeat Galactus, Terrax pushed his artificial limits to the Terrax’s Axe could do Unearthly damage hid from him, and attempted to set up his maximum, but was no match for a true on the Slugfest column (due to the con- own empire. Finally, Terrax held the possessor of the Power Cosmic. Terrax cussive nature of the blow), and he island of Manhattan hostage to force the was completely consumed by his own could also project a Monstrous strength FF to fight the Eater of Worlds. This plan energies in a fireball that engulfed Surfer force field. Terrax wielded his axe in the ended in defeat as Galactus drained all of and the immobilized Doom. The Surfer Shift X column. Terrax’s power from him, sending him to walked away from the explosion. All that certain death as he plummeted off one of remained of Doom was his mask. Terrax Terrax’s story: Terrax was originally the World Trade Center towers. perished in the blast. Tyros, the petty dictator of the the city of Terrax, robbed of his powers, still man- Lanlak on the planet Birj, a satellite of the aged to survive the fall. A passerby dis- gas giant Marman. Tyros had the mutant covered him, and the former Herald of ability to control stone and rock, and he Galactus, having lost his memory, was A final note: All the Heralds of used it to enslave the local populace. He taken to a local hospital. Galactus have the ability to detect energy was a violent man and a ruthless ruler. Terrax was taken from the hospital by at the Class 1000 level. This is how they Tyros’s very amoral nature brought Dr. Doom™, monarch of Latveria and search out planets for consumption by him to the attention of Galactus, the long-time foe of the Fantastic Four. Doom their master. In addition, as they have Eater of Worlds. Galactus had twice been used Terrax as a pawn in his scheme to been granted powers by Galactus, so too betrayed by Heralds who let their moral destroy the FF, and to that end he may they be deprived of them if Galactus compunctions get in the way of their returned to Terrax a portion of his former so desires. This requires a Psyche FEAT duties, and he sought a Herald who Power Cosmic. Doom had once stolen the by Galactus; if successful, the Herald is would have no qualms in seeking out power of the Silver Surfer himself, and he returned to his original abilities (such as inhabited worlds for Galactus to con- endowed Terrax with a synthetic version Terrax was), and the difference in Health sume. To that end, Galactus dispatched of these powers, The artificial powers between the two states is added to the Fantastic Four, who needed Galactus’s were short-lived, however, a fact Doom Galactus’s Health.

80 DECEMBER 1984 This time this column takes The character then loads the cargo corporation. Players who wish to another look at the STAR on his ship, carries it to another start some other type of business FRONTIERS science-fiction planet where there is a good market should design a detailed plan for its game. In addition, a number of for the item, and resells it at the initial set-up and operation, then readers wrote to ask questions price given in the “Price per Unit at present it to the referee for about the Zethra, an alien NPC Destination” column. (Cargo cannot approval. The referee is responsible race detailed in DRAGON® Maga- be resold at the source.) The hauler for making sure the enterprise does zine issue #84 (p. 76-80); these must then pay his operating not disrupt campaign balance, and questions are answered at the expenses (crew salaries, supplies, may impose whatever legal restric- end of this article. If you need fuel, maintenance, etc.) out of the tions, taxes, tariffs, and other exter- some answers to help your sci- money taken in from the sale. nal controls he deems necessary. The ence-fiction gaming campaign, Prices given assume that the cargo player may have to revise the plan if write down your questions and has been hauled a moderate distance problems appear with the set-up he mail them to StarQuestions, at a moderate risk. If the run is envisions. Dragon Publishing, PO. Box shorter and less dangerous than an 110, Lake Geneva, WI 53147. average one, the referee should Q: Will a timeline history for the STAR adjust the resale value accordingly to FRONTIERS game ever be made, as was Q: In the STAR FRONTIERS Campaign keep the campaign economics in done for the GAMMA WORLD® game in Book, the prices listed for shipping cargo balance. After all, if an independent DRAGON® Magazine, issue #88? (p. 451 are unclear. Are they the costs to hauler is making too large a profit A: An article on that topic has, in buy the cargo outright and to sell it, or margin on a given run, another fact, been done and should appear are they the prices to ship it? hauler or company will certainly in these pages within the next few A: The chart assumes that the hauler undercut the character’s prices and issues. (probably an independent one) will take his business away. buy the cargo outright, haul it to Q: What are the statistics for the Zebu- another planet, and resell it. Haulers Q: The players in my campaign want to lon and K’tsa-Kar systems and their who work under a company charter start a planetary or interstellar business. inhabited planets? The Expanded Game do not have to use this chart, as they How would they go about doing this? Rules did not describe them. are paid for their services only. The A: Passenger transport, freight trans- A: The statistics for these systems “Price per Unit at Source” column port, and mining businesses are were accidentally dropped from the tells you how much it will cost to detailed in the Campaign Book, as is rules. An article will appear soon in purchase a load of a given cargo. obtaining a charter from a large the ARES™ Section in which these

D RAGON 81 systems, as well as other inhabited Q: Are there mutants in the STAR A: Seventeen. However, you may systems of the Frontier, are FRONTIERS universe? make up as many as you want. Some described. A: Perhaps, although none have unofficial races may be presented in been reported or detailed for game the ARES™ Section from time to time, Q: What were the original homeworlds use as of yet. The referee is free to such as the Zethra (see below). You of the Dralasites, Vrusk, Yazirians, and create mutants for use as NPCs, but may expand theme as you see fit. Humans of the STAR FRONTIERS game? he is on his own for specific designs A: Placement and description of the Q: Can ships be made with hull sizes and game balancing. The game sys- homeworlds of the four races were larger than 20? tem is not designed to handle A: Yes, but they would have to be slated for inclusion in a future mutant PCs who have exceptional custom-designed and built from product. As of this time, only rough powers, so use caution in this area. development has been done, and the scratch by experts, an expensive information is not ready for release. Q: In the Knight Hawks rules, the decks process since the hulls would be of a starship are arranged perpendicular non-standard. Maintenance would Q: What are the game statistics for a to the ship’s main axis so that the ship’s also be far more expensive than flamethrower? nose is “up.” This provides for a sense of usual, since such hulls might not use A: A hand flamer appeared in the gravity for the crew when the vessel is any standard parts. You can extrapo- original rules, but was dropped in accelerating through sect internal grav- late statistics from the information editing. It was similar in size and ity when the ship is on a planet’s sur- in the Campaign Book to get base weight to a small needler, and it face? (Note: see illustration of the figures for building costs and the operated on a replaceable fuel car- orientation on the “Warriors of like. Note that the SAV Juggernaut tridge. Statistics are as follows: Osprey’s White Light” module, which indicates (from last month’s ARES™ Section) Damage - 6d10; Ammo - 1 shot car- that the interior of the ship is lying on was built around a hull vastly larger tridge; Rate - 1; Defense - inertia; its side.) than size 20. Building it was a tre- Range - no medium, long, or A: The illustration in question is not mendous financial drain on the extreme, with statistics as per a sonic quite accurate. Ships capable of Sathar, and they never tried it again. disruptor for point blank and short. landing on planets (such as shuttles, The Zethra Q: In “The Battle at Ebony Eyes” in issue system ships of hull size 5 or less, assault scouts, and other scout-class #88, the SAV Apocalypse and Disease are Q: If they lack the ability to see or starships) always land in the same hex (4116). Is this correct? nose up so appreciate colors, how are Zethra able that the interior of the ship is ori- A: Yes. The duplicates that would to match all color hues exactly by alter- ented normally. Larger ships cannot appear of each ship might initially ing the pigmentation of their skin cells? confuse the UPF player into believ- land on planets, so they would have A: Zethra distinguish different colors no orientation problems. The orien- ing that only one ship (or more than only as differences in wavelengths of tation of a ship does not matter two) are in that hex. light reflected by all surfaces, in the when it is docked at a space station, same way that they sense other radi- Q: Can player characters be pirates, since docked ships would be subject ations (such as heat, light, and elec- robots, or cybots? to the same artificial gravity as the trical energy). They are thus able to A: Player characters can become docking bay of the space station. pirates, although no special provi- alter their coloration to match that of surroundings perfectly — without sions are made for starting out as Q: Can stargates exist in the STAR one. Pirate characters run extreme seeing colors as we do. This is some- FRONTIERS game? what akin to seeing all colors as risks and may become the target of A: It isn’t clear what you mean by all law enforcement agencies in the varying shades of gray (as Dralasites “stargates.” Certainly, a referee may do); with practice, one can readily Frontier (particularly Star Law). add extra features like “stargates” Robots and cybots cannot be tell one hue from another without (however you conceive of them) to being able to view or appreciate player characters; they have person- his campaign if desired. If by alities but have no free will. Free- colors as others do. “stargate” you mean a teleportation The “seeing” of a Zethra is per- dom of choice puts excitement into device capable of transporting space- the game. No one would want to run formed only through its tentacle-like craft instantly from one star system “see-feelers” or “seefers,” and thus it a character that could only do what to another, you should be aware that someone else told him to do. can only match hues within 5 meters this may undo a large portion of of (or touching) its seefers. A Zethra game’s inherent balance, and may Q: What would be the cost, mass, and who has learned the names of vari- cause serious problems unless you combat statistics for crossbows, nun- ous colors could describe patterns, alter other parts of the game rules at chucks, and Chinese throwing stars? contrasting or complimentary col- the same time. A: For mass and combat statistics, ors, and so forth perfectly to others, The game mechanic for quick treat a crossbow as a musket, nun- but would fail to appreciate the aes- intersystem travel is “jumping chucks as a nightstick, and a throw- thetics of colors, or “see” them as through the void,” which accom- ing star as a knife. These are very others can. plishes the same thing as a “stargate” rare and archaic weapons, so their would. cost will vary with availability; prices Q: Why is the damage done by Zethra will be similar to the comparison discharges only modified by -2 per weapons listed above, but could rise Q: How many different native races exist meter between a Zethra and target to extreme levels. in the Frontier? when conducted through metal,

82 DECEMBER 1984 D RAGON 83 whereas water (which “transmits Zethra filed by various scientists in the Some, he asserts, are used as “raw jolts poorly”) only causes a modifier of -3 “Active & Ongoing” computer banks material” for Zethra body repair or per 10 meters separating Zethra and of Pan-Galactic Information Central growth and expansion; others may target? (PGIC). be eliminated, in subatomic form, in A: A Zethra’s discharges are believed Overscan of such files by PGIC Zethra electrical discharges. Other to serve only secondarily as weapons personnel reveals several key methods of by-product elimination (one Zethra, after all, cannot harm entries: are possible — expulsion in fluid another Zethra by such means), and 1) Duthin of Prenglar has not yet form through the skin, for example, are not offensive “bolts” or lightning positively identified any instance of a is thought to occur automatically strikes. They are strongly affected by Zethra converting inorganic matter when Zethra are immersed in mov- the nature of the conducting to energy, and has found few sugges- ing water. Possible by-products poi- medium through which they pass. In tions of such occurrences in existing sonous to Zethra are rumored to the case of metals, which conduct Pan-Galactic files, but reminds exist, PGIC personnel admit, because electrical currents by means of elec- inquisitors that the tendency of the last two tapes of Orlag’s tron lows, a Zethra discharge is less- Zethra to convert organic matter has researches dealing with by-products ened in both directional accuracy been established by observation. were designated “classified” in the and force more than in water. It is 2) The frequency of Zethra matter- initial scan, and Pan-Galactic Secu- thought by a number of scientists energy conversion was deemed rity refuses to discuss the issue. that Zethra discharges contain many “seldom” (as compared to human Inquiries have led professionally sub-atomic particles that react read- frequencies of eating) in separate curious individuals to ask (or even ily with free electrons and that this reports by scientists Marakson of attempt to test) the Zethra on this makes metal of any type a poorer Dramune, Orlag of Duane’s Star, and issue, but no verifiable information conductor of Zethra discharges than Niuu of Cassidine. Detailed observa- has yet been uncovered. of artifically-generated electrical tions of such conversion are con- Niuu of Cassidine warns that these currents. tained in all three reports; none creatures should not be judged or It must be emphasized that these seem likely to alter the present file’s analyzed purely by Frontier stand- creatures are still poorly understood measurements of 220-440 SEU stor- ards and science. All unclassified and that studies continue only age in Zethra bodies, and approxi- material entries on the Zethra, both slowly due to the difficult nature of mate common daily requirements of verified and tabled awaiting verifica- Zethra. Recent filings by the scientist 20 SEU. tion, bear the closing note “VRC” Arlume of Cassidine (not yet verified Orlag’s report, however, raises the (meaning, “various researches by Pan-Galactic Information Cen- question of conversion by-products. continue”). tral’s own agents), indicate that a Zethra’s discharges do have a limited range even in still waters — the cumulative modifier of -3 per 10 meters rising to -1 per additional meter after a distance of fifty-two meters is exceeded. Q: A creature that directly converts matter to energy seems impossible. If one existed, it would probably be most efficient in such conversions, and thus eat very seldom — perhaps, to most observers, seemingly never. A “direct converter” would prefer non-organic matter to organic; while there may be (slightly) more energy in organic sub- stances, such substances are also more resistant to conversion and produce many more by-products, a number of which would likely be poisonous. How exactly do Zethra consume matter? A: Zethra matter-to-energy conver- sion is done by some natural process which remains a mystery to Frontier scientists of all races, even after exhaustive physical and field exami- nations. Classified computer files exist on this creature, and the infor- mation therein is considered sensi- tive for good reasons. Scientific study continues, and some further, as-yet-unverified results have been

84 DECEMBER 1984 DRAGON 85 86 DECEMBER 1984 Index to advertisers

Name of firm of product Page(s) Name of firm of product Page(s) Adventure Systems ...... 36 Graaf Simulations ...... 20 AMAZING® Stories ...... 84 Hawaii Con ...... 62 Amulet ...... 25 Indicia Associates ...... 30 Armory, The ...... 89, 90 Iron Crown Enterprises, Inc ... 1, back cover Bard Games...... 61 J&D Gaming Company ...... 3 Britton Designs ...... 23 Mayfair Games Inc...... 31 Castle Creations ...... 38 Media Merchants Inc...... 30 Close Simulations ...... 4 Nichols Services...... 25 Companions, The ...... 39 Nova Game Designs, Inc...... 85 Compleat Strategist, The ...... 14 Pacesetter, Ltd...... 75 Discount Buyers Group ...... 73 Palladium Books ...... 27, 83 Dunken Co., The ...... 40 RAFM Co., Inc...... 11 Entertainment Concepts, Inc...... 37 Ral Partha Enterprises, Inc. . . . . Inside front Escape Ventures Inc ...... 10 cover, 63 Fantasy Games Reality Simulations, Inc...... 10 Unlimited ...... 25, 40, 78, 80 RPG, Inc...... 7 Game Aids Inc...... 15 Shipps, Ltd...... 26 Game Designers’ Workshop...... 74 Sky Realms Publishing, Inc...... 7 Game Systems Inc...... 53 TSR, Inc...... 5, 28, 44, 54-59, 79 Gamelords, Ltd...... 41 Unicorn Holographics Ltd...... 43 Gamers’ Guide...... 86-87 West End Games ...... Inside back cover Games Workshop Ltd...... 17 Windmill Hobbies, Inc...... 32, 33

D RAGON 87 CONTEST II, Mar. 29-31 This gaming convention will occur in Tulsa, Okla. Features will include science- fiction and fantasy role-playing games, war games, and miniatures tournaments. For ad- ditional information, send a self-addressed, stamped envelope to: Contest II, Tactical Simulation Society, P.O. Box 4726, Tulsa OK 74159.

EVECON II, Dec. 28-30 T.O. Green, 386 Alcatraz Ave., Oakland I-CON IV, Mar. 29-31 This convention will be staged at the CA 94618. This annual convention of science fact, Tysons Westpark Hotel in McLean, Va. At- fiction, and fantasy will be staged at the cam- tendance will be limited to 1,200 people. Ad- WAMCON ’85, Feb. 15-17 pus of SUNY in Stony Brook, NY. For mission fees are $15 at the door. For more This convention will be held at the details, contact: I-Con IV, P.O. Box 550, details, contact: EveCon, P.O. Box 128, Chamberlain Hotel near Hampton, Va. Stony Brook NY 11790. Aberdeen MD 21001. Events will include a writer’s seminar, panel discussions, and NASA displays. A. C. POINTCON VIII, Mar. 30-31 SHURI-CON, Dec. 28-29 Crispin will be guest of honor. Admission Sponsored by the Military Affairs This gaming convention will be staged at fees are $15 until December 31, and $20 at Wargames Committee, this convention will the First Unitarian Church of Youngstown, the door. A special gaming fee of $10 exists be staged at the U.S. Military Academy in Ohio. Registration will run from 9:30 to for those participating in gaming only. Con- West Point, N.Y. Board and role-playing 10:30 A.M. on both days. Admission fees tact: WamCon, P.O. Box 2223, Poquoson games, tournaments, and demonstrations are $5 for Friday, $4 for Saturday, or $8 for VA 23662. will be some of the activities featured at the both days. AD&D® and TOP SECRET® convention. Admission to this event is free. tournaments will be featured. For more in- ORCCON 1985, Feb. 16-18 Contact: Cadet John Surdu, P.O. Box 3206, formation, send a self-addressed, stamped This gaming convention will be staged at West Point NY 10997. envelope to: Brian Anderson, 4724 Logan- the Pasadena Hilton hotel at Grosvenor way, Hubbard OH 44425. Plaza in Pasadena, Cal. All sorts of gaming GOLD CON III, Apr. 27-28 activities are being planned for the event, as To be held at Omni Auditorium in Pom- RUSTYCON II, Jan. 18-20 is an exhibitor area. For more details, con- pano Beach, Fla., events for this convention This convention will be held at the Sea- tact: Orccon 1985, P.O. Box 758, Bellflower will include historical, fantasy, and science- Tac Hyatt in Seattle, Wash. Registration CA 90706, or telephone (213)867-4140. fiction games, various movies, and a dealers’ fees are $15 until December 31, and $18 at area. Participants of U.S. Armed Forces are the door. Contact: Michael Scanlon, P.O. WISCON 9, Feb. 22-24 welcome. Registration fees are $6. For fur- Box 47132, Seattle WA 98146. This annual science-fiction convention ther details, contact: John Dunn, Omni Box will be staged at the Concourse Hotel in Office, B.C.C.-North, 1000 Coconut Creek SON OF PANDEMONIUM, Jan. 19 Madison, Wis. Guests of honor will be Blvd., Pompano Beach FL 33066, or This one-day gaming event will take place writer Lisa Tuttle and artist Alicia Austin. telephone (305)973-2249. in downtown Toronto, Ontario. Features Admission fees are $13 until January 31, and will include tournaments, an auction, $18 at the door. Contact: SF3, P.O. Box CONJURATION 2, May 10-12 demonstrations, and a miniatures painting 1624, Madison WI 53701, or call (608)251- This event will be held at the Camelot contest. Preregistration is essential; registra- 6226 (days) or (608)233-0326 (evenings). Hotel in Tulsa, Ok. Toastmaster will be Ed tion fees are $5, plus $1 per tournament Bryant, and guest of honor will be Mike entered. For additional information, con- COASTCON ’85, Mar. 8-10 Resnick. For more details, contact: Con- tact: Dungeon Parties, Inc., P.O. Box 67, This annual convention will be staged at Juration 2, P.O. Box 690064, Tulsa OK Stn. F, Toronto, Ontarion M4Y 2L4, or the Royal d’Iberville Hotel in Biloxi, Miss. 74169, or call (918)438-3336. telephone (416)924-1989. Toastmaster for the convention will be Vonda McIntyre, and Alan Dean Foster will TALLY CON 4, May 24-26 GAME CONVENTION, Feb. 9-10 be among the guests of honor. Gaming ac- This gaming convention will be held at the This event will be held at the Gateway tivities, an art show, a costume party, and an Hilton in Tallahassee, Fla. Guests of honor Auditorium in Lincoln, Neb. Role-playing auction will be some of the features available will be L. Sprague and Catherine Crook de and board games, as well as miniatures, will at the convention. For more details, contact: Camp. Activities will include an art show be featured events. For more details, con- Coastcon, P.O. Box 1423, Biloxi MS 39535. and sale, panel discussions, a game room, tact: Merl Hayes, c/o Hobby Town, 130 and “filksinging.” Registration fees are $10 North 13th Street, Lincoln NE 68508. MIDSOUTHCON 4, Mar. 22-24 until January 1, $12 until March $1, and This event will take place at the Airport $15 thereafter. For more information, con- WARCON ’85, Feb. 9-10 Quality Inn in Memphis, Tenn. Fred Pohl tact: The Grinning Gremlin, 824-C W. Sponsored by MSC Nova, the convention will be guest of honor, and Keith Bardek will Tharpe St., Tallahassee FL 32303, or will be held at Texas A&M University. For be artist guest of honor; other guests will in- telephone (904)385-1518. further details, contact: MSC Nova, Box J- clude Sharon Webb and Suzette Haden 1, Texas A&M University, College Station Elgin. Admission fees are $10 until HATCON 3, June 6-7 TX 77844, or telephone (409)845-1515. December 31, $12 until February 1, and $15 To be held at the Ramada Inn, this con- at the door. For more information, contact: vention will include a hat masquerade, a DUN DRA CON IX, Feb. 15-18 Midsouthcon 4, c/o Richard Moore, 1229 pool party, a champagne Sunday brunch, To be staged at the Oakland Airport Pallwood, Memphis TN 38122. and various games. Guests of honor will be Hyatt hotel, this gaming convention will in- Ian and Betty Ballantine and Fred Haskell. clude games, seminars, a painting contest, STELLARCON 10, Mar. 22-24 Registration fees are $25 until April 1, $30 and a flea market. Admission fees are $15 For more details about this gaming con- until June 1, and $35 at the door. For addi- until February 10, $20 at the door, or $10 for vention, contact: Stellarcon 10, Box 4, tional information, contact: Kennedy a special one-day membership. For more in- Elliott University Center, UNC- Poyser, CT SF Society, 108 Park Ave., Dan- formation about this convention, contact: Greensboro, Greensboro NC 27412. bury CT 06810, or telephone (203)743-1872.

88 DECEMBER 1984

90 DECEMBER 1984 D RAGON 91 92 DECEMBER 1984 D RAGON 93 94 DECEMBER 1984 D RAGON 95 96 DECEMBER 1984