<<

S PECIAL ATTRACTION 15 Into the Wizards’ World: Where power is magic, and magic is all.

Publisher 16 Lords & — The readers Mike Cook Choice, fate, struggle, and luck: how four wizards achieved greatness. 22 Where Wizards Meet — John C. Bunnell Editor A guild of wizards can govern nations — or destroy them. Roger E. Moore 30 Bazaar of the Bizarre — Scott Waterhouse Assistant editor Fiction editor Two powerful tomes that even Arch-Mages covet. Jenkins Patrick L. Price OTHER FEATURES Editorial assistants Kim Walter Barbara G. Young 10 A Gamer's Guide to DC™ HEROES — Jack A. Barker Need the stats for the Superdog™? He (and others) are in this index! Art director 36 Speaking With the Spirits — William A. Barton Lori Svikel A seance is not a party game when Great Cthulhu is involved.

Production staff 42 “Oh, look — a harmless statue!” — Rone Barton Marilyn Favaro Betty Elmore Golems made more dangerous, in thirty dirty ways. Kim Janke Carolyn Vanderbilt 46 The Visitor — fiction by Llynne Moore Even the mightiest of sorcerers has a terror. Subscriptions U.S. Advertising Pat Schulz Sheila Meehan 50 The New, Improved Druid — Richard Hernandez For the woodland sect: familiars, new spells, and . . . poisons? 56 And the Winner Is— — The editors The gaming awards from the 1988 ®/ORIGINS™ Game Fair. 58 Hand-to-Hand — Against the Rules — Vince Garcia Should a wu jen know fu? Martial arts in . 62 “Jetboots, don’t fail me now!” — Charles A. Vanelli No one outruns a laser — but fast feet help in the STAR FRONTIERS® game. 70 The Dragon’s Bestiary — Lock lurkers, metalmasters, and other ™ setting fauna. 76 The Role of Books — John C. Bunnell How to fix a rip in the universe, and other unusual matters. 86 The Ecology of the Spectator — Dougal Demokopoliss Always faithful, ever vigilant, and dangerous to disturb. 90 The Game Wizards — David “Zeb” Cook The second-edition AD&D® game: ranting, raving, and 3 X 5 index cards. 96 When the Tanks Roll — Ed Sollers Rescuing nations from the : coups in the SECRET/S.I.™ game.

D EPARTMENTS

3 Letters 66 Sage Advice 98 Index to Advertisers 6 Forum 92 Gamers’ Guide 100 SnarfQuest 14 Publisher’s Statement 94 Convention 102 Dragonmirth 54 TSR Previews Calendar

“Frog Prince” is the first DRAGON® Magazine cover painting by , a writer/illustrator from Thousand Oaks, Calif. “The ’s wand is still smoking after turning his opponent into a giant frog,” Carol noted in her letter. “Magics are like that, yeah they are. . . .” The real world, part II

IN DRAGON® issue #130, I made some editorial comments about the What did you think of this issue? Do you have 1. Will the entire system be dropped? If so, real world and how it was a lot a about an article or have an idea for a what will replace it? than the worlds of science- new feature you’d like to see? In the United 2. If it is dropped, what will happen to those fiction RPGs. A similar point might States and Canada, write to: Letters, DRAGON® monsters that have certain innate psionic Magazine, P.O. Box 110, Lake Geneva WI 53147, powers (e.g., mind flayers, intellect devourers, be made that the real world is a lot U.S.A. In Europe, write to: Letters, DRAGON moles, demons, duergar, etc.)? stranger than the worlds of fantasy Magazine, TSR UK Limited, The Mill, Rathmore 3. Wouldn’t it be better to simply overhaul or RPGs, too, though hard-core gamers Road, Cambridge CB1 4AD, United Kingdom. the present system in the way the may cheerfully argue the point. bard was done? What about magic? What about I’m sure that there are others like myself who dragons? What about daring deeds would like to get some answers to these ques- of heroism against all odds? Missing map tions. The psionics system is one of the parts of Well, you could make an analogy the AD&D game that I enjoy using. It is unique between magic in fantasy worlds Dear Dragon: to the system and shouldn’t simply be discarded. and the power of technology in Can you tell me where I can get the map that Any help you could give on this matter would will take me to the lair of the legendary undead be greatly appreciated. today's world. Both accomplish a lot, dragon, Dragotha? P.S. How about an anthology of articles that even if most of us are fuzzy about Casey Beard deals with dragons only? the details of how either of them Natchitoshes LA Thomas R. Phillips work. Technology has also created Aberdeen ME some interesting modern-day oppo- As noted in the description of Dragotha (in nents. Would your charge a “Lords & Legends,” DRAGON issue #134), men- , who is working with the AD&D main battle tank or an armed com- game revision, was consulted on your psionics tion of Dragotha’s lair was made only in passing bat helicopter? Yet unarmored sol- on a map of another dungeon complex, White questions. He replies: Plume Mountain (in the AD&D® module of the 1. Yes, although “withdrawn for reworking” is diers both daily in our world; same name). However, no other map or refer- a more accurate description of the system’s fate. just check the evening news. (This ence to Dragotha appears anywhere in that or 2. The monsters are being held for reissue at latter point also takes care of the other AD&D game materials. The location of the a later date. “daring deeds” comparison as well.) monster’s lair is in hex K4-58 on the WORLD OF 3. Yes, but revising other parts of the AD&D We can continue the comparison ® setting maps from the boxed set. game rules has priority by looking at a few other themes That hex is north of the Howling Hills, on the We usually schedule the June issue of commonly found in fantasy game edge of the Cold Marshes. A DM interested in DRAGON Magazine for articles on dragons. We campaigns. As you read the follow- are not publishing any further article antholo- having PCs meet this undead dragon should ing, think of similar events from design detailed maps as necessary gies in book form — though we might do it again someday. fantasy games in which you partici- pated—and compare them for a Ancient issues moment. Merchant-dicing Man vs. : With modern weap- Dear Dragon: onry, the slaying of virtually any What happened to the ads for back issues of Dear Dragon: animal is absurdly (and perhaps DRAGON Magazine? The last one printed was in I have two questions regarding the merchant obscenely) easy. Still, some people issue #129, when you were offering a last character class in “Taking Care of Business” have used relatively primitive weap- (DRAGON issue #136). First, does a merchant chance for lower prices on back issues. ons and have come out on top. A Keith Martens gain experience from treasure acquired in Charlotte MI dungeons or adventures? Second, when a PC few years ago, a bowhunter was changes character classes to a merchant, does surprised and mauled by an adult The Mail Order Hobby Shop’s catalog contains he retain all hit points? bear in the wilderness. The all the latest information (including updated Chad Schafer bowhunter repeatedly stabbed and prices) for ordering back issues of DRAGON Charmichael CA eventually killed the bear with a Magazine — and back issues of DUNGEON® single ; being a butcher by Adventures, IMAGINE™ Magazine, AMAZING® Yes, a merchant gains experience points from trade, the bowhunter knew exactly Stories, and the Best of DRAGON Magazine treasure acquired while adventuring. Also, if where to strike to do the most dam- anthologies as well. In North America, write to: the merchant is being used as a PC class, all age— the bear’s neck. Elephants TSR Mail Order Hobby Shop, c/o TSR, Inc., P.O. former hit points of the character are retained themselves are often slain if shot Box 756, Lake Geneva WI 53147, U.S.A. In when the change to the merchant class is made. Europe, write to: TSR Mail Order Catalogue, New hit points are gained only when the PC’S once in the ear. TSR UK Limited, The Mill, Rathmore Road, level as a merchant exceeds his level in his “ ”: A Soviet pilot Cambridge CB1 4AD, United Kingdom. In addi- former class; thus, a 5th-level magic-user who jumped from his damaged aircraft in tion, ask for DRACOL, the special collector’s list becomes a merchant gains new hit points (1-6 of January 1942 at 21,980’ (a little over of DRAGON issues not shown in the catalog. them) only when he becomes a 6th-level mer- four miles) and survived after hit- chant. Note that as the merchant class is struc- ting the edge of a snow-covered tured, multiclassed nonhuman characters may ravine and sliding to the bottom. A switch to this class in the same manner that Psionics blasted Yugoslavian airline stewardess sur- humans may use it as a dual class; this was one vived when her DC-9 blew up at Dear Dragon: of the reasons that the merchant class was I have three related questions concerning the recommended as an NPC class. If used as a PC 33,330'; she fell to the ground in the of psionics and the second-edition AD&D class, it would be best if only human merchants Continued on page 49 game system: were used as PCs.

DRAGON 3

simply dangerous. They are dealing with forces with which they are not entirely familiar, and this could have an effect not only on the spell but on the caster as well. Penalties I have used range from having the spell fail or backlash on its caster to complete loss of specialization and all benefits. In the case of lost specialization, the ability to cast other spells does not revert to normal. Instead, it stays at the level it was when specialization was lost. When the character attains his next level, his abilities in these other areas increases along normal lines but does not automatically catch up. also a specialist, would tend to teach him spells Let’s look again at the 10th-level magic-user “Forum” welcomes your comments and that fall within his area of specialization. The who did not have fireball in his area of speciali- opinions on role-playing games. In the Unit- number of spells the magic-user is initially zation. At 10th level, he could cast a 5d6-hp ed States and Canada, write to: Forum, allowed to have does not change. fireball for 10”. If he lost his specialization DRAGON® Magazine, P.O. Box 111, Lake The number of spells a character can cast, powers, he would only be able to cast a 6d6-hp Geneva WI 53147, U.S.A. In Europe, write however, does change. A 1st-level magic-user fireball for 11” at 11th level. to: Forum, DRAGON Magazine, TSR UK who has specialized can cast two spells; at 2nd As a DM, I have found this method works Limited, The Mill, Rathmore Road, Cam- level, three, etc.; overall, the magic-user gains very well, allowing the low-level magic-user to bridge CB1 4AD, United Kingdom. We ask the ability to cast one additional spell. This participate more and keeping him from becom- that material submitted to “Forum” be either allows the character to participate more fully ing frustrated. It also forces the players to neatly written by hand or typed with a fresh should the party have to fight more than once, seriously consider their areas of specialization ribbon and clean keys so we can read and but it does not give him an inordinate amount of from the start. What may benefit them at lower understand your comments. spells at any in his career. levels may be a serious handicap at higher levels What does specialization give a character if they’re not careful. They have to do some besides one extra [first-level] spell? All spells research into what they really want to accom- For years, I have read varying viewpoints on that are within the character’s area of speciali- plish. The end result is a much more knowl- how to improve the low-level magic-user to help zation are cast as if the magic-user were one edgeable magic-user who is solidly aware of his him survive and make him more fun to play. As level higher; likewise, he can cast specialization strengths and weaknesses right from the start. both a player and a DM, I find the worst part of spells from the next higher level at the rate of Jeffrey C. Weber playing a low-level magic-user is the frustration. one per day. This gives the magic-user slightly Oak Harbor WA He can’t fight to save his life, the number of more power, but not an extraordinary amount, spells he has is pitifully few, and other PCs are especially when we look at the negative side. Amid all the (exciting) chaos and radically as smart as he is. So, what does that leave us Spells cast which are not within the charac- opposing views concerning the shortcomings with? A frustrated player. ter’s areas of specialization always have only and supposed disabilities of low-level magic- When a player decides he wants to run a 50% of normal effectiveness, rounded down users, clerics have been lost in the shuffle (with magic-user in my games, one of the first things where appropriate. For example, a 10th-level the wonderful exception of “Arcane Lore” in he has to do is inform me of his magic-user’s magic-user with specialization that included issue #134). In our FORGOTTEN REALMS™ area of magical specialization. This information fireball would be able to cast a fireball that did setting campaign, we felt that it would be more is kept strictly between the two of us, and it 11d6 hp damage and had a range of 21”. If that realistic to have the average, everyday cleric be becomes his option whether to tell any other same magic-user’s specialization did not cover endowed with unique and special abilities as per party members. The area of specialization can fireball, he would only be able to cast a 5d6-hp the pantheon or deity to which the cleric is be as simple as -based magic or as broad as fireball with a range of 10”. In addition, it takes loyal. We have found these additions to be conjuration magic. I leave it up to the player to twice as long to learn and memorize a spell that helpful, and they don’t backfire at higher levels. decide, and I have yet had to deny an area to is not within one’s area of specialization. A few examples follow: maintain game balance. Finally, magic-users are allowed to memorize Clerics of Lathander (god of healing and Once his specialty is established, the magic- or cast only a certain number of spells that fall regrowth) automatically receive cure light user is allowed to choose his initial spells with outside their areas of specialization without wounds and are + 2 to hit when opposing no random dice rolls at all. I believe if the receiving added penalties. The number of spells clerics, worshipers, or followers of Myrkul (god apprentice magic-user was specializing in an and severity of the penalties vary and are basi- of and ). area during training, he would have learned cally subjective. The penalties exist because Clerics of Bhaal (god of murder) can pray for specific spells in that area, not just any old spells these magic-users have specialized in a specific raise dead one level early. When attempting to that came along. Likewise his teacher, who is area of magic, and working outside that area is kill, murder, or assassinate anyone of any race

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 110, Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3625. The postal address for all materials from Europe is: DRAGON Magazine, TSR UK Limited, The Mill, Rathmore Road, Cambridge CB1 4AD, United Kingdom; telephone: (0223) 212517; telex: 616761; fax: (0223) 212517. Distribution: DRAGON Magazine is available from games and hobby shops throughout the United States, Canada, the United Kingdom, and through a limited number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and in Canada by Random House of Canada, Ltd. Send orders to: Random House, Inc., Order Entry Department, Westminster MD 21157, U.S.A.; telephone: (600) 638-6460 toll-free except Alaska (call (600) 492-0782 toll-free in Maryland). Newsstand distribution throughout the United Kingdom is by Seymour Press Ltd., 334 Brixton Road, London SW9 7AG, United Kingdom; telephone: 01-733-4444. Subscriptions: Subscription rates via second-class mail are as follows: $30 in U.S. funds for 12 issues sent to an address in the U.S. Or Canada; £16 for 12 issues sent to an address within the United Kingdom; $50 in U.S. funds for 12 issues sent by surface mail to any other address; or $90 in U.S. funds for 12 issues sent airmail to any other address. Payment in full must accompany all subscription orders. In the U.S. and Canada, methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid Mastercard or VISA credit cards; send subscription orders with payments to: TSR, Inc., P.O. Box 72089, Chicago IL 60678, U.S.A. In the United Kingdom, methods of payment include checks and money orders made payable to TSR UK Limited, or charges to a valid ACCESS credit card; send subscription orders with payments to TSR UK Limited, as per the above address. Prices are subject to change without prior notice. The issue of expiration of each subscription is printed on the mailing label of each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. Back issues: A limited quantity of back issues is available from either the TSR Mail Order Hobby Shop (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or TSR UK Limited. For a copy of the current catalog listing available back issues, write to either of the above addresses. Submissions: All material published in DRAGON Magazine becomes the exclusive property of the publisher unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. We strongly recommend that prospective authors write for our writers’ guidelines before sending an article to us. In the United States and Canada, send a self-addressed, stamped envelope (9½” tong preferred) to: Writers’ Guidelines, c/o DRAGON Magazine, as per the above address; include sufficient American postage or International Reply Coupons with the return envelope. In Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine, TSR UK Limited; include sufficient return postage or IRCs with your SASE. Advertising: For information on placing advertisements in DRAGON Magazine, ask for our rate card. In the United States and Canada, contact: Advertising Coordinator, TSR, Inc., P.O. Box 756,201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, contact: Advertising Coordinators, TSR UK Limited. DRAGON is a registered trademark of TSR, Inc. Registration applied for in the United Kingdom. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the companies publishing those products. Use of the name of any product without mention of trademark status should not be construed as a challenge to such status. ©1966 TSR, inc. All Rights Reserved. Second-class postage paid at Lake Geneva, Wis., U.S.A., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147, U.S.A. USPS 318-790, lSSN 0279-6848. 6 NOVEMBER 1988 or class, Bhaal clerics receive a maximum of +4 — to a point. However, after having spent seven tious place, even if it would be somewhat wild, I to hit depending on the vulnerability of the hours in school trying to understand the play RPGs for fun, and I, like Mr. Allen, prefer a victim (e.g., a sleeping target denotes a +4 to imbalances of trisomy inheritance and puzzling somewhat more serious level of play, but I like hit, and an attack from behind generates a + 1). through General Howe’s motives in making a to mix it in with humor and stupid stuff because Worshipers and clerics of Chauntea (goddess frontal attack against Breeds Hill, my primary I think that funny, knock-around gaming makes of agriculture) receive speak with plants one aim in sitting down to a game is to enjoy myself, the darker material that much more scary and level early, and both clerics of Chauntea and not to be bogged down with and agoniz- surprising when it finally rears its blackened Lathander can expect full hospitality and aid ing puzzles, the answers to which are buried head. I like to watch the gamers go from hyster- from each other. deeper than the riddles of the ancient pyramids. ics to serious action, then to sad regret and back Lastly, clerics of Tempus (god of battle) can Also, an occasional adventure which is purely to laughter again. I do what makes me the most use edged weapons with the exception of “for the fun of it” is often just the thing to happy; so does Mr. Allen, and so does everyone spears, javelins, arrows, and similiar weapons. rejuvenate a party — enabling it to attack those else. That is the way it should be in gaming, When using permitted edged weapons, Tem- earth-shaking quests for which gamers pine because 500 years from now, who’ll know the pus’s clerics have a + 1 bonus to hit. with all the more vigor. difference? Hopefully, these suggestions will add some Finally, I contend that at the other end of the David Moyle color into the cleric class, no matter what set- scale of poor role-players is the player who is so North Olmsted OH ting, and help rejuvenate the real purpose of wrapped up in the seriousness of the game that that class. he forces it to be oppressive. Therefore, I sub- A good DM attracts many “drop-ins” who Michael Drake mit that the primary aim of RPGs is to have fun want to join in the action immediately. When I Pleasant Grove UT — if it’s not fun, why bother? was a new DM, I expected far too much knowl- Scott A. Shepard edge from everybody. My players were (and I found Kenneth Arromdee’s input into the Castanea PA are) mostly busy students and physicians who ongoing discussion of the abilities and shortcom- wanted fun without having to study rule books ings of the low-level magic-user (issue #135) to I am writing to contest the assertions made by or fill out long forms. Now, I’ve learned to be curious. He noted that the suggestions of Steve Allen in issue #135. In his letter, he states provide a good selection of pregenerated, pre- Larry Madden (issue #129) were “not really that the primary objectives in RPGs should be to equipped 1st-level characters with a emphasis practical,” then went on to put forth a “simple think and solve problems, and that the pleasure on fighters, clerics, and thieves. (One fighter is a solution." His solution was to allow the magic- and fun will generate itself. Perhaps his players good-aligned, nearly indestructible troll whose user the ability to wear armor when he had enjoy that, but mine feel that fun is more impor- claw/claw/bite damage starts at 1/1/1-4 and exhausted his spell-casting capability. tant. As far as I recall, fun has been the prime increases with level.) These characters quickly This approach, too, seems to be “not really objective in playing any game. If Mr. Allen can learn to swing their weapons, cast cure light practical.” The prospect of a magic-user (who is assert that solving problems will generate fun in wounds, and check for traps without much most likely deficient in strength to begin with) an RPG, perhaps he also feels that winning is coaching. Other players are always protective lugging around a suit of armor for occasional the most important thing in board games. When and helpful. use is at best unlikely. The thought of our I lose in games like that, I don’t feel bad because My job is harder when a newcomer wants to magic-user taking his turn in any particular I’m still having fun. be a magic-user, especially when everyone else martial encounter to stop and don his armor is I feel slightly insulted by Mr. Allen’s statement is shy about making suggestions. The familiars truly absurd. that players who play just to have fun cannot of folklore — including Tennessee witch tales — It seems to me that the spell-casters are well- determine standards of quality. There are good serve as advisors. Even a knows that sleep rounded characters as they now stand. In the players and bad players, yes, but my objection is a great choice against goblins, whether or not early levels, when the magic-user’s party is lies in his definition of “good players." In my the new magic-user learned that during train- tackling relatively low-level problems, the mage mind, a player who has fun and makes things ing. Once the player has gone on a few adven- will do his bit against the enemy (be it a sleep more fun for other players (using humor, crazy tures, a toad queried about professional matters spell or whatever), then slip back to a defended actions, or whatever) is a far superior player to will simply say, “Ribbit!” Of course, as David point and lay low while the brawny-armed one who thinks over every move carefully, Godwin (“Forum,” issue #133) points out, such musclemen hack up the . Then, when solves puzzles, and achieves the adventure’s levity is not acceptable in a rigorous campaign. experience points are handed out, the magic- goal. The latter approach is as hollow as playing (Neither is the troll fighter.) user gains for the total attack. This is repaid at a board game strictly to win and accepting no How else can we help the casual player who higher levels when the strong-shoulders gain other goals in the process. wants to be a spell-caster? Anyone with a sense experience points after the mage casts a spell My gaming group’s all-time favorites are West of humor can devise a weak wand of wonder that acts as an extraordinary killing machine. End Games’ PARANOIA® and Steve Jackson variant. Ours has 100 effects, including a 2-hp In my opinion, there are only two when Games’ TOON® games, and we’re just starting to fireball, an attack mouse, a sheriff with a mock a magic-user should be given any extra abilities. play TSR’s BULLWINKLE & ROCKY™ game. subpoena, and a ranting cleric of the opponent’s The first is when the party is dealing with a These were certainly designed to be fun over alignment. This hardly affects game balance, world in which a magic-user is as rare as a staff everything else, with freewheeling, fast-moving but it keeps the wielder involved. Players can of the magi. In this case, the magic-user would mechanics. Granted, as Mr. Allen put it, they also have the newcomer keep watch in the rear have greater fighting abilities at all levels, but have “silly dungeons — adventures with no or operate a magical item (the wand of magic his magical ability must suffer proportionally — worthwhile goal," but they are much more detection is a good choice). both because some of his time that would other- enjoyable for us than so-called “serious” games. After a few sessions, everyone wants to roll wise be spent enhancing magical technique Fun is, after all, the ultimate point of RPGs. up his own character. In the meantime, how do must be given for the conditioning of those Amod Lele other DMs make newcomers welcome? More fighting abilities, and because other mages from Kingston, Ontario generally, what are the ways that DMs make whom the up-and-coming magic-user could sure everybody has a good time? learn are so few and far between. This decrease In response to Steve Allen’s letter in issue Ed Friedlander would be noted by a lessening of effectiveness #135: However you go about it, RPGs will Johnson City TN of spells across the board (i.e., the hit-point always be nothing more than a of fun. damage ability of the mage’s spells would drop Without getting too philosophical, it seems to “Laydeeeezz and genntellmennn . . . In this proportionally to that mage’s increased amount me that the overall goal in life is nothing more corner, wearing a gossamer bikini, bracers of of hit-point damage that he can inflict in normal than to maintain a level of happiness and satis- defense AC 2, gauntlets of ogre power and ring combat). The second situation would occur faction and to have as much fun as possible. of protection +3, weighing 104 lbs., dodging when the party is dealing with a world in which People can pretend that their reasons for living with a 17 dex and an armor class of -4, at 8th magic-users are a dime a dozen. In this case, the are to strive for world peace, obtain religious level with 75 hp, and armed with a horseman’s magic-user’s spells would be of increased effec- enlightenment, or whatever, but such lofty, well- flail + 3: Eriana of Belargn! tiveness — but remember, what is given to the meaning aspirations are really just subdivisions “And in this corner, 40 in number, wearing PC must also be given to all NPCs. within the everyday quest for personal satisfac- chain mail with an effective armor class of 5, Moving on, I find that I must reply to the tion. For instance, in seeking to help others, we collectively weighing over four tons, each 5th belief of Steve Allen (same issue) that the prime are really just helping ourselves. I think that if level with 32 hp, and each armed with scimi- use of RPGs is to be challenged, and that fun is everyone in the world would seek a fun and tars: the Faceless NPCs! secondary. I agree with Mr. Allen that a good happy life according to his own beliefs, the “For this bout, two NPCs will face Eriana at challenge stimulates play and makes it more fun world would be an honest, open-minded, ambi- any time. As soon as one NPC dies, another DRAGON 7 steps in to take his place. No critical hits or lot more realistic. This would not work too well than even its woeful actual effort. fumbles are allowed, no weapon specialization against low-level parties and might not go into Several of the spell-effect changes are ridicu- or even multiple attacks for high level will be effect unless the NPCs were at least 3rd level. lously powerful. is horrendous; rather permitted. Anyone brought to zero hit points is I’m not just bouncing around solutions to than giving a modest AC 2 to AC 4 according to dead!” these problems as they cross my mind. I would the attack mode used against it, it improves Well, Eriana is not that well equipped, nor is like to see what kind of ideas others might have whatever armor class the dragon has by up to she all that superior to her foes on paper. But I’d or have implemented already. 12! Bear in mind a normal shield is frontal only bet a bag of adamantium pieces that she will S. D. Anderson (exception: a staff of power can produce a win easily. (Play it out yourself, and see what Whittier CA circular one). Has Mr. Friedlander considered happens.) If the Faceless NPCs even come close that all the magic-users in this campaign are to winning, the dice really favored them. I think Mr. Friedlander (issue #134) missed a going to be queuing up to learn this one, even if Consider: At her level, using the variant “to few exciting possibilities while he was revising they have to take it as a higher-level spell? What hit” system on page 74 of the DMG, Eriana the spell capabilities of dragons. Please allow me if liches get it, too — AC - 18 or better for the needs an 8 or better to hit an NPC’s armor class. to rectify some of the omissions: use of one first-level spell! Giving a dragon the With bonuses for the gauntlets and her weapon, Dancing lights: If this spell is cast by an equivalent of shape change means it can now she hits on anything except a 1. The Faceless electricity-breathing dragon, the spheres of light use whatever breath weapon it likes over a NPCs need a 20 to hit her. Eriana does 2-5 ( + 9) will be electrically charged and function as ball dozen shots a day; if a magic-user, ordinarily hp damage per hit (11-14 hp, the average being from a ring of shooting stars. lacking any sort of breath weapon at all, can 12.5). We assume it will take three hits by her to Fire charm: A fire-breathing dragon is a shape change to become a dragon with a breath take down an NPC. The NPCs have no damage sufficient fire source for this spell without weapon, I am sure a dragon can! Polymorph bonuses and do 1-8 hp per hit, averaging 4.5 hp actually using its breath weapon, and all saving any object is a great “mayhem” spell, too — the damage. It would take a minimum of 10 hits and throws are at an additional -4 as the sight is so creative dragon could, for example, turn a lump a maximum of 75 to take Eriana down. If we impressive. of stone into a short-lived but very peeved assume average damage, she can withstand 17 Fire shield: If cast by a fire-breathing dragon umber and absent itself from the chaos hits before dropping. (hot version) or frost-breathing dragon (cold that ensued (while hanging around to pick off Eriana has to kill 40 NPCs, needing 120 hits version), attackers striking the dragon in melee anyone who wandered away confused from the before they can get in 17 hits. With a 95% take triple damage instead of double. scene). Haste improving armor class by yet chance of hitting, Eriana should swing 127 times : This doubles a dragon’s flight speed. another four places is hard to justify; a dragon’s to finish the lot of them. Since her 3/2 attack Jump: A dragon using this spell is entitled to the size of a bus in the first place, and its armor rate has been disallowed, she will need 127 an extra attack in addition to its claw/claw/bite class is largely due to its tough hide. I’d be rounds to do this. With a 5% chance of hitting, a routine, in which it leaps bodily upon as many tempted to argue that neither haste nor slow is Faceless NPC needs 340 swings to get those 17 opponents as are in a 20’ square area, attacking likely to alter the situation appreciably. And hits. With two Faceless NPCs going at once, it at +4 to hit and doing damage up to one-half its allowing strength to give double damage! To a will take 170 rounds for them to finish her off, full hit points (thus, in the example, Razisiz II human it can’t possibly give more than + 3 which is nearly an hour too late. Let her have 3/ might jump on the two fighters for an extra 5- damage (15 to 18/50, 18/20 to 18/00), so why it 2 attacks per round or specialization, and it 40 hp damage). should give Razisiz II an average bonus of + 22 ends a lot sooner. Melf’s acid arrow: This spell continues to hp on its bite attack escapes me. Animal growth And again, none of her items are particularly produce acid for one round per hit die of the does give double damage — but it is a higher- game-disruptive. No + 6 holy vorpal sunblades dragon, if the dragon is acid-breathing. level spell, the duration is much shorter, and it here; she has a magical horseman’s flail. The Melf’s minute meteors: If the caster is a fire- works only on natural animals. bracers are the only items that were the best of breathing dragon, this spell creates meteors I don’t see any reason why a dragon shouldn’t their type, and simply substituting them with each of which inflicts damage equal to the sum be made a good deal tougher. Its claw damage chain mail + 3 puts everything in the medium of the dragon’s hit dice and age level. Dragons tends to be pathetic — the equivalent of a wimp range without changing anything. never lose count of the number of missiles with a long sword at best — and this should be In short, it’s gotten to the point where guards remaining. attended to. Uprating the bite damage for the and troops are only there as window dressing. I Monster summoning I/II: As dragons are bigger dragons seems reasonable, too. Magic worked out an adventure that gave “normal” naturally authoritative and masterful, this spell resistance is a great idea, and giving a dragon fighters a chance against the typical party, but always summons the maximum number of magic resistance equal to its hit points would the element of that adventure can’t be monsters in the shortest possible time. All make it really tough. There’s no reason in all copied over and over again. The only way to monsters will be unusually large and strong, creation, though, why the dragon alone (with give the Faceless NPCs a chance of being chal- having twice-normal hit points and at least + 1 the exception of certain deities) should have lenging to players is to boost their level to about on damage. magic resistance which not even a 25th-level five over the party’s, which is unfair and a bit Push: This spell functions as if it were repul- magic-user can blow down. Its spell ability could ridiculous. Fighters of 9th level can get their sion with a one-round duration. improve — but by giving it more and better own castles and troops; why would 14th-level Scare: This spell has no saving throw when it spells, not by warping the ones it normally gets. fighters be doing menial guard work without is cast by a dragon. Changing the breath weapon so it’s always a 30’ magical weapons or armor? The treasure they Stinking cloud: A gas-breathing dragon can cone whatever it’s composed of also makes guard couldn’t pay their fees! It’s worse to give make this spell the equivalent of a cloudkill. things a little too homogeneous for my tastes. them magical items which end up in the hands Unseen servant: This spell, when cast by a Incidentally, I hope a dragon of Mr. Friedlan- of the PCs. dragon, actually summons an invisible . der’s is not going to be sitting on a hoard of Poison? It unbalances the game. I do 1 hp Seriously, though, I agree that dragons tend to worthwhile size. If a party of five 13th-level damage to you, you blow your save, you die. be woefully underpowered. I’ve seen an ancient types can’t deal with a dragon, the party that Perhaps insinuative poison should be rewritten: spell-using red dragon (Brazzemal, from the Hall can — presumably three or four levels higher — Given no save, these poisons could do bonus of the Fire Giant King [in GDQ 1-7 Queen of the is going to want reimbursing! And a final com- damage only and add to an assassin’s chance of Spiders]) go under in a couple of rounds against ment: Since when has a magic-user under the killing his victim. The assumption here is that a a party in which no one was over 10th level. But influence of ’s transformation had the fatal dose can be administered by ingestion or it offends my sensibilities, and I suspect those of option of running away? contact, but game balance decrees that a fatal a number of players, to revise the power of Douglas Porter dosage can never be left by a blade that rips individual spells wholesale for no reason other Norwich, Norfolk, U.K. through flesh. What does get through merely that they are cast by dragons. Some of [Friedlan- causes damage. Faceless NPCs could then do der’s] suggested at-will powers are frightening; enough damage to make them a threat. had Razisiz II had a little more warning and the Another possibility, one that should not be use of the spell invisibility, uprated to be equiva- used in conjunction with the first, is to give lent with improved invisibility as Mr. Friedlan- NPCs (and only NPCs) a morale bonus of +4 to der suggests, then the thought of this dragon hit when they outnumber PCs. If used in the flapping quietly along while silently and invisi- example above, Eriana would be dead meat bly dispelling every spell the party casts from against her 40 opponents unless she had special- his unlimited supply of vocalize and dispel ization and fought them two at a time. Even magic terrifies me. Without doubt, the fight then, she’d be hurting pretty badly, which is a would have gone rather less well for the party

8 NOVEMBER 1988

©1988 by Jack A. Barker

All the heroes and villains you may ever need Since the publication of the DC” occurrences are listed here. Some of the A Titan Nevermore! (Master Set)...... ATN HEROES game in April 1985, Mayfair modules and sourcebooks mentioned All That Glitters ...... ATG Games has produced game statistics for an herein have not yet been published, but all Sourcebook...... BMS amazing number of the heroes, villains, should be out by the end of 1988. Be Belle Reve Sourcebook...... BRS and supporting characters who inhabit the warned, however — some changes may be Blitzkrieg...... BZG vast DC Universe. This index lists all of made in upcoming books between now Blood Feud! ...... BF those individuals who have had their and publication. A product list and the Character cards (Master Set) ...... CC statistics printed. The index is divided into abbreviation for each product follow. City of Fear ...... CF three sections: heroes, villains, and their Countdown to Armageddon ...... CA supporting casts. Some characters have Don’t Ask! ...... DA appeared several times, and all such Doomsday Program, The ...... DP 10 NOVEMBER 1988 Dream Machine, The ...... DM Legion of Super-Heroes Sourcebook, Strangers in Paradise ...... SIP Element of Danger, An ...... ED Volume One ...... LSH1 Sourcebook ...... SS Escort to Hell ...... EH Legion of Super-Heroes Sourcebook, : Who Watches the , Inc ...... EI Volume Two ...... LSH2 Watchmen? ...... W1 Fire and ...... FI Lights, Camera, Kobra! ...... LCK Watchmen: Taking Out the Trash ...... W2 Four Horsemen of ...... FHA Lines of Death ...... LD Wheel of Destruction ...... WD Gamemasters Manual (Master Set) . . . . .GM Mad Rook’s Gambit ...... MRG When a Stranger Calls ...... WSC Corps Sourcebook . . . .GLC Moonshot ...... MS Handbook ...... HH Night in ...... NG All characters, names, renditions, associ- H.I.V.E...... HIVE Pawns of Time ...... PT ated slogans and indicia listed in this index King of Crime ...... KC Project Prometheus ...... PP are trademarks of DC Comics Inc., used King For All Time ...... KAT Rigged Results ...... RR under license by Mayfair Games Inc. All Knight to Planet 3 ...... KP3 Siege ...... SG rights reserved. Heroes

Air Wave ...... GLC Green Lantern (Ch’p) ...... GLC Nite (Dan Dreiberg) ...... W1, W2 ...... DA, SS Green Lantern (Arkkis Chummuck) ...... GLC Nite Owl (Hollis Mason) ...... W2 Aquaiad ...... GM Green Lantern (Driq) ...... GLC ...... EI ...... CC, GM Green Lantern (Eddore) ...... GLC NukIon ...... EI , Lord of ...... MRG Green Lantern () ...... WSC, GLC ...... EI ...... GM Green Lantern () ...... CC, GLC, GM Ornitho ...... LSH1 ...... BMS Green Lantern (K’ryssma) ...... GLC Ozymandias ...... W1, W2 Batman ...... BMS, CC, GM, WD, WSC Green Lantern () ...... GLC People’s Heroes ...... BRS ...... LSH1 Green Lantern (Medphyll) ...... GLC Gil ...... KP3, LSH1, LSH2 ...... GLC, GM, LD, WSC Green Lantern () ...... GLC ...... DA, WSC ...... BMS, LCK Green Lantern (Olapet) ...... GLC Polar Boy ...... LSH1, LSH2, PT Blackhawk...... BZG Green Lantern () ...... GLC Porcupine Pete ...... LSH1 ...... BRS Green Lantern (Flodo Span) ...... GLC Power Boy ...... LSH1 Blaze ...... MS Green Lantern (Stel) ...... GLC ...... SS ...... KAT, LSH1, LSH2 Green Lantern () ...... CC, GLC, GM Primus ...... GLC ...... WSC Green Lantern () ...... GLC Privateer ...... BRS ...... ATG, WSC Green Lantern (Tomar-Re) ...... GLC Psyche ...... LSH1 ...... LSH1, LSH2 Green Lantern (Katma Tui) ...... GLC Quantum Queen ...... LSH1 5 ...... KAT, LSHl, LSHZ, MRG, PT Green Lantern (Charlie Vickers) ...... GLC Quislet ...... KP3, LSH1, LSH2 ...... EI Green Lantern (Xax) ...... GLC ...... CC, GM ...... BRS ...... GLC ...... SG Broot ...... GLC Guardians of the Universe ...... GLC Robin ...... BMS, CC, GM, WD ...... WSC Halo...... BMS, LCK ...... MS Captain ...... W1, W2 Harpis ...... GLC #13 ...... WSC Celebrand ...... LSH1 Hawk ...... RR ...... W1, W2 ...... MS ...... CC, ED, GM, WD Ryandr ...... GLC Chameleon Boy ...... KP3, LSH1, LSH2 ...... ED ...... LSH1, LSH2 ...... CC, GM, MS Hex, Jonah...... EH Sergeant Rock ...... BZG Chemical King...... LSH1, LSH2, PT Hooded Justice...... W2 Girl ...... KAT, LSH1, LSH2 ...... MS Immorto...... LSH1 Shadow Lad ...... LSH1 Chlorophyll Kid ...... LSH1 Infectious Lass ...... LSH1 ...... KAT, LSH1, LSH2 Color Kid ...... LSH1 I (Lyle Norg)...... LSH1, LSH2, PT Silhouette ...... W2 Colossal Boy ...... LSH1, LSH2, MRG Invisible Kid II (Jacques Foccart) . . .LSH1, LSH2, PT Silk Spectre (Sally Jupiter)...... W2 Comedian ...... W1, W2 Jade...... EI Silk Spectre (Laurel Jane Juspeczyk) ...... W1, W2 Queen ...... LSH1 Jericho ...... CC, GM Silver ...... EI Controllers ...... GLC, LSH1 Jonni DC the Continuity Cop ...... DA Speedy ...... BRS, GLC, RR ...... KAT, LSH1, LSH2 Kalista ...... GLC Star Boy ...... KAT, LSH1, LSH2 Kid ...... LSH1 ...... LSH1, LSH2, PT Star-Spangled Kid ...... EI Cyborg ...... CC, GM Karma ...... MS ...... ATN, CC, GM Dartalg ...... LSH1 Katana ...... BMS, LCK Stone Boy ...... LSH1 ...... KP3, LSH1, LSH2 Kid Psycho ...... LSH1 ...... KP3, LSH1, LSH2, MRG Demonia ...... GLC ...... BF Superbaby ...... SS ...... WSC Krypto the Superdog ...... SS ...... LSH1, LSH2, SS Doctor Manhattan ...... Wl, W2 Lamprey ...... LSH1 ...... LSH1, LSH2, PT, SS Dollar Bill...... W2 Life Lass ...... LSH1, PT Superman (Earth-2) ...... SS Dream Girl...... KAT, LSH1, LSH2 Lightning Lad...... LSH1, LSH2 Superman ...... CC, GM, SS Duo Damsel ...... LSH1, LSH2 Lightning Lass ...... LSH1, LSH2, PT ...... SS Duplicate Boy ...... LSH1, PT Lodestone ...... MS Tellus ...... LSH1, LSH2, MRG, PT Element Lad...... LSH1, LSH2, PT ...... LCK Tempest ...... MS ...... CC, GM Magnetic Kid (Pol Krinn) ...... LSH1, LSH2, MRG Tigorr ...... GLC Elasti-Girl ...... MS Man-Bat ...... BMS ...... LSH1, LSH2, PT Elu ...... GLC Martian ...... CC, GM, WSC Tornado Twins ...... LSH1 Elvo ...... LSH1 Matter-Eater Lad ...... KP3, LSH1, LSH2 ...... LSH1, LSH2 Evolvo Lad ...... LSH1 ...... MS ...... KP3, LSH1, LSH2 Felicity ...... GLC ...... BMS, LCK Vartox ...... SS Ferro Lad ...... LSH1, LSH2, PT Mister Miracle ...... WSC ...... BRS Fire Lad ...... LSH1 Mon-El ...... KAT, LSH1, LSH2 ...... LSH1, LSH2, MRG Firehawk ...... ED Mothman ...... W2 ...... LSH1, LSH2 the Nuclear Man ...... CC, ED, GM ...... LSH1 Windfall ...... LCK Flag, Colonel Rick ...... BRS ...... MS ...... ATN, CC, GM ...... SS Negative Woman...... MS (pie-) ...... CC, GM II () ...... CC, GLC, GM Nemesis ...... BRS Wonder Woman (post-Crisis) ...... SIP Flash III (WaIly West) ...... CF, GM, RR Night Girl ...... LSH1 ...... CC, GM Fury ...... EI Nighthound ...... SS Gas Girl ...... LSH1, PT Nightshade ...... BRS Geo-Force ...... BMS, LCK Nightwind ...... LSH1 ...... ATG (Grayson) ...... ATN, BMS, CC, GM, WD ...... CC, GLC, GM, LD Nightwing (Van-Zee) ...... SS Green Lantern (Arisia) ...... GLC Nimbus ...... GLC

DRAGON 11 Charma ...... LSH1 (pre-Crisis) ...... GM, KC Cheetah (post-Crisis) ...... SIP ...... ATN, GM Chief Zoltaurus ...... LSH1 Chill, Joe ...... WSC ...... BRS, KC ...... BMS Coldsnap ...... RR Colonel Future ...... SS Command Kid...... LSH1 ...... KP3, LSH1, LSH2 Copperhead ...... KC Cosmic King...... LSH1 ...... BMS Dagon the Avenger...... LSH1 Dark Man...... LSH1 (20th Century) ...... CC, FHA, GM Darkseid (30th Century) ...... KAT, LSH1 ...... BMS, BRS Decay ...... SIP Deimos ...... SIP Deregon ...... LSH1 DeSaad ...... DM, FHA Doctor Alchemy ...... ED Doctor Light ...... GLC Doctor Phosphorus ...... NG Doctor Polaris...... GLC ...... GM Doctor Regulus ...... LSH1 Doctor Tzin-tzin ...... NG Doctor U'bx ...... GLC Dynamo Boy ...... LSH1 ...... GLC Emerald ...... LSH1 Enemy Ace ...... MRG, PT Enchantress...... BRS Eris, goddess of Discord ...... SIP Esper Lass ...... LSH1 ...... GLC Evillo ...... LSH1 Hu-Ul...... SS ...... BRS Femme Fatale...... WSC Galactic Golem ...... SS Galtry, Nicholas ...... MS Garguax ...... MS General Immortus ...... MS General Zahl ...... MS General Dru-Zod ...... SS Ghast ...... WSC Gizmo ...... FI Glorious Godfrey ...... BRS Golden Glider ...... KC Goldface ...... GLC, KC Golgoth...... LSH1 Goodman, Dr. Sebastian ...... MS ...... EI, GM Grimbor ...... LSH1 Hardhat ...... GLC Heatstroke...... RR ...... GLC Hell, William ...... BRS H.I.V.E...... HIVE Holdur ...... LSH1, MRG Houngan ...... BF Hunter ...... LSH1 Immune ...... LSH1 Infinite Man ...... LSH1, PT Jackhammer ...... GLC Javelin ...... BRS, GLC Villains Jax-Ur ...... SS Jer-Em ...... SS Absorbancy Boy ...... LSH1 Blackout Boy ...... LSH1 Jihad ...... BRS Amalgamax ...... LSH1 Blackrock ...... SS Jinx...... FI ...... SS Blockbuster ...... BRS, NG ...... BMS, CC, DM, GM Animal-Vegetable-Mineral Man...... MS Bounty ...... LSH1 Jungle King ...... LSH1 Apollo (30th Century) ...... LSH1 Brain ...... BF, MS Kalki ...... MS Arsenal ...... MS Brainiac ...... CC, DP, GM, KAT, SS Karb-brak ...... SS Atomic Skull ...... SS Brimstone...... BRS ...... LSH1,KP3 Az-Rel ...... SS Brother Blood ...... CC, GM ...... BMS Baron Tyrano ...... GLC Bug-Eyed Bandit ...... DP ...... BRS, GM ...... SS ...... NG Killer ...... KC Black Bison...... GM Calorie Queen ...... LSH1 Kobra ...... LCK ...... GLC Captain ...... BRS ...... GLC Black Mace ...... LSH1, MRG ...... BRS, KC Kru-El ...... SS ...... GM Cat-Man ...... BMS Lazon ...... LSH1 ...... NG ...... BMS, GM Lightning Lord ...... LSH1 Blackbriar Thorn ...... SS Chameleon Chief ...... LSH1 Lord Satanis ...... SS Blackout...... PT Chameleon Kid ...... LSH1 Luther, Alexei (Earth-2)...... SS 12 NOVEMBER 1988 Luther, Lex ...... CC, DA, GM, SS ...... LSH1, PT Size Kid ...... LSH1 Mad Hatter ...... BMS Phantom Lad...... LSH1 ...... BRS, ED ...... MS Pharoxx ...... LSH1 ...... GLC Magnetic Kid...... LSH1 ...... BF Spider-Girl ...... LSH1 Lad ...... LSH1 ...... KC Spook ...... NG ...... LSH1 Pike, Fenton...... LSH1 Star Sapphire...... GLC ...... GLC, WSC Plasmus ...... BF Starburst Bandits ...... LSH1 ...... FI ...... BRS ...... LSH1 Manhunters ...... BRS, GLC ...... BMS Steamroller ...... GLC Mano...... LSH1 ...... SS Strange, Professor Hugo ...... BMS Mantis...... GM Predator...... GLC Stratos ...... ED Mantis Morlo...... LSH1, PT Prophet ...... LSH1 Sugyn ...... LSH1, MRG Master Jailer...... SS ...... BRS Sun Emperor ...... LSH1 ...... ED, KC Psions ...... ATN Sun-Eater ...... LSH1 ...... SS Psycho Pirate ...... WSC Syrene ...... SS Micro Lad...... LSH1 Pulsar Stargrave ...... LSH1, MRG Tarik the Mute...... LSH1 Mindboggler ...... BRS Puzzler ...... SS ...... GLC Mind Dancer...... ATG Quanto ...... LSH1 Terminator ...... ATN, CC, GM ...... KC Quicksand ...... LSH1, MRG ...... GM, PT Master ...... LSH1 Ras Al Ghul ...... BMS Terra-Man ...... SS Mister 104...... BRS, MS Radiation Roy ...... LSH1 Tharok ...... LSH1 Mister Element ...... ED Rath ...... WSC Thespis...... NG Mister Freeze ...... BMS Reactron ...... MS Thinker ...... BRS Mister Morden ...... MS Reaper ...... WSC Thunderers...... GLC Mister Mxyzptlk ...... GM, SS Resource Raiders ...... LSH1, MRG Time Trapper ...... LSH1, KAT Mole ...... NG ...... BMS, GM ...... LSH1 Molecule Master ...... LSH1 Rogarth ...... LSH1 ...... SS Moloch ...... W1, W2 Ron-Karr ...... LSH1 ...... SS ...... SS Rosie ...... GLC ...... CC, GM Monsieur Mallah...... BF, MS Sadahuru ...... LSH1 Tupeng ...... NG ...... LSH1 Saturn Queen ...... LSH1 Two-Face ...... BMS Multiplex ...... BRS Savage, Vandal ...... SS ...... LSH1, KP3 Mtystelor ...... LSH1 Scarecrow ...... BMS Ultra-Humanite...... SS Nadira...... SS Scoopshovel ...... GLC ...... LSH1, KAT Nam-Ek ...... SS Sden ...... LSH1, MRG Va-Kox ...... SS Nemesis Kid ...... LSH1, PT Shadow Demons...... GLC Validus ...... LSH1 Neutrax ...... LSH1 ...... KC Vibrex...... LSH1 New Wave ...... RR Shagrek ...... LSH1 Von Tepp, Colonel...... BZG Night-Slayer...... BMS Shakedown ...... RR ...... BF Ol-Vir ...... LSH1 Shark ...... GLC, GM, KC Weaponers of ...... GLC ...... LSH1 ...... FI Weasel...... BRS Omen...... LSH1 Shockwave ...... ATG Wild Huntsman...... LSH1, MRG Ontiir ...... LSH1 Shrapnel ...... MS ...... SS Organus...... LSH1 Silver Deer...... ED Wolfingham, J. Wilbur ...... SS ...... BRS, SG, SS Silver Slasher...... LSH1 ...... WSC Pares, Benn ...... LSH1 ...... CC, GLC, GM ...... GLC ...... BMS, BRS, CC, GM Sister Dread ...... BF Zymyr ...... LSH1

Supporting Cast LOOKING FOR A Amazons ...... SIP Kent, Martha...... SS GAME CONVENTION? Appa Ali Apsa ...... GLC Klybern, Dr. Jenet ...... BF Blanc-Dumont, Capt. Andre ...... BZG Lane, Lois ...... GM, SS If your gaming group is too small Brande, R.J...... LSH1 Lang, Lana ...... GM, SS or if you’ve just moved into the Bullock, Harvey...... BMS, GM, NG Lemaris, Lori ...... SS Candy, Etta ...... SIP Limbo, Kari ...... GLC neighborhood, finding friends Chan, Lt. Weng (“Chop-Chop”) ...... BZG Lombard, Steve ...... SS who are also gamers can be a Cheeks the Toy Wonder...... DA Long, Terry ...... GM Clay, Dorine ...... GLC Nocturna ...... BMS problem. However, your local Cusimano, Gigi...... LSH1 , LSH2 Olsen, James (Earth-2)...... SS hobbies and games shop may Dasor, Chairman...... GLC Olsen, Jimmy...... GM, LSH1, SS have a bulletin board where Davis, Dirk...... ATG Pennyworth, Alfred...... BMS, GM Davis, Capt. Richard...... GLC Potter, Prof. Phineus ...... SS gamers can advertise their groups Doremus, Eve ...... GLC II ...... LSH1 and meeting times. The hobby Drozdowski, Capt. Stanislaus ...... BZG Relnic, Ambassador ...... LSH1 store may also know of local game Dvrom, Lt...... LSH1, LSH2 Remarque, Julia ...... BMS, GM Easy Company ...... BZG Ross, Jon...... SS conventions where you can meet Edge, Morgan ...... SS, CA Ross, Pete ...... SS dozens of other gamers with the Erin, Shvaugn ...... LSH1, LSH2 Senius, Circadia...... LSH1 Ferris, Carol...... GLC Sensei ...... LSH1 same interests. The Convention , Lucius ...... BMS Sirianni, Capt. Carlos “Chuck”...... BZG Calendar in this issue may also be Friedriksen, Capt. Olaf...... BZG Skeets ...... ATG of help. Don’t sit at home and Gordon, Commissioner James ...... BMS, GM, NG Solar Council...... GLC Greek Gods ...... SIP Soo, Jack ...... ATG wish you knew more gamers. Go Gvm’ll, Dr...... LSH1 Stefancci, Antonio...... LSH1 out and find them today. Hagga ...... LSH1 Talia ...... BMS Hendricksen, Capt. Ritter ...... BZG Trevor, Steve ...... SIP Hippolyte...... SIP Vail, Vicki...... BMS, GM Itty ...... GLC Vane, Iona ...... GLC Jace, Dr. Helga...... LCK Vidar, Rond ...... LSH1 Jordan, Jack ...... GLC White, Perry...... GM, SS Jordan, Jim ...... GLC Williams, Sue...... GLC Jordan, Titus Thomas ...... GLC Yera ...... LSH1 Kalmaku, Thomas (“Pieface”) ...... GLC Young, Tawny ...... GLC Kane, Francis (Magneta)...... ATN Zendak, Chief...... LSH1, LSH2 Kaoatelis, Prof. Julia ...... SIP Kent, (Earth-2)...... SS Kent, Jonathan...... SS DRAGON 13 STATEMENT OF OWNERSHIP, MANAGEMENT, AND CIRCULATION

Title of publication: DRAGON® Magazine Date of filing: 30 September 1988 Publication no.: 0279-6848 No. of issues published annually: 12 Frequency of issue: Monthly Annual subscription price: $30.00 Complete mailing address of known office of publication: DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147 Complete mailing address of the headquarters of business offices of the publisher: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Publisher: Michael H. Cook, P.O. Box 756, Lake Geneva WI 53147 Editor: Roger E. Moore, P.O. Box 111, Lake Geneva WI 53147 Owner: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Known bondholders, mortgagees, and other security holders owning or holding 1 percent or more of total amount of bonds, mortgages, or other securities: None

Average no. copies each Actual no. copies of single issue during preceding issue published nearest Extent and nature of circulation 12 months to filing date

Total no. copies 100,270 104,187 Paid circulation 1. Sales through dealers and carriers 71,404 72,612 2. Mail subscription 24,464 25,119 Total paid circulation 95,868 97,731 Free distribution by any means 124 79 Total distribution 95,992 97,810 Copies not distributed 1. Office use, left over, etc. 3,953 6,377 2. Return from news agents 325 — Total 100,270 104,187

I certify that the statements made by me above are correct and complete. Michael H. Cook, Publisher

14 NOVEMBER 1988

Lords & Legends

A miscellany of magic-users

This month’s “Lords & Legends” brings together a group of wilderness explorers with more in common than their thirst for adventure — they are all powerful magic-users as well.

Aylegard, Queen of the ARMOR CLASS: 3 (elfin chain mail + 2) hilly region dotted with woods. There, Unicorns MOVE: 12” (24” on steed) Ayelgard caught a glimpse of a unicorn HIT POINTS: 40 and ran after it to try to pet the animal. Female high NO. OF ATTACKS: 2 with bow; 1 in melee The unicorn ran off — and Ayelgard pur- 10th-level magic-user/5th-level fighter ATTACK BONUSES: + 1 to hit with bow sued it, overcome by its beauty. Created by: Dan Kretzer (long or short) and sword (long or Ayelgard followed the unicorn across short) from elven skills; + 3 with magi- the hills and into a small grove of trees. cal bow Forgetting completely about her father, DAMAGE/ATTACK: By weapon type ( + 1 who was searching frantically for her, the for strength; + 3 for magical bow) or young elf quietly passed through the trees nil (special effects with magical bow) to the center of the grove, where she SPECIAL ABILITIES: Can communicate found the unicorn standing beside an with any unicorn, which will obey her ancient stone altar on which was the (unless her requests are absurd) and carved image of a unicorn. Beneath the will defend her to the death; uses spells altar in the tall grass, Ayelgard saw what and magical weapons and devices; appeared to be a glint of metal. She standard elven abilities of infravision, cleared away the grass and found a golden defection of secret/hidden doors, and crown with a unicorn-shaped sapphire silent movement embedded in it, a spell book, and a long MAGIC RESISTANCE: Standard (but 90% bow covered with magic runes. resistant to sleep and charm) Suddenly, there appeared an apparition ALIGNMENT: Chaotic good of an old man standing on the other side PSIONIC ABILITY: Nil of the altar. The spirit greeted Aylegard SPELLS: May use any first- to fourth-level and introduced himself as Malecinth, once magic-user spell while she possesses the King of the Unicorns. Malecinth the Book of the Unicorns (see text); explained that it had been his job to pro- however, she has been unable to locate tect and lead the unicorns of the high- higher-level spells lands. The apparition told Ayelgard that Malecinth had died long ago, leaving the S: 16 I: 19 W: 14 unicorns untended. Soon they began to D: 12 C: 12 CH: 13 CO: 24 decline in number, being hunted and slain for their horns. As the apparition began to AGE: 311 SIZE: M fade, the former King of the Unicorns told HT: 5’5” WT: 120 lbs. Ayelgard that she had now inherited the HAIR: Pale blonde EYES: Green position he had left; she was the Queen of the Unicorns. Before it disappeared com- POSSESSIONS: Crown, Book, and Bow of pletely, the apparition explained that the the Unicorns Crown, Book, and Bow of the Unicorns TREASURE: 5-50 sp, 10-100 gp, and five were the only tools Ayelgard would need gems (50, 100 (x2), 500, and 1,000 gp to rule her new charges. values) Since that day, Ayelgard has not reap- peared in civilized lands. Her father was As a young child, Ayelgard traveled with finally able to locate her, but she refused her father, a high-elven merchant, from to leave the forest and he was forced to go city to city. When her father took her on a on without her. Other elves from her trek to the city of Oceanmourn, they family have visited her from time to time passed through the Chettish highlands, a over the years. She has become a living 16 NOVEMBER 1988 legend to inhabitants of the highlands for one who is pure of heart and has a three potions he mixed to give him his The Crown of the Unicorns gives love of freedom. The unicorns then try to incredible intelligence. Ayelgard her power to communicate with lead that person to the altar. Eelix delights in learning new things and all unicorns; it is the reason they obey her. gladly repays anyone who teaches him The Crown cannot be taken from something he doesn’t already know. Eelix Ayelgard’s head unless she removes it Eelix has used his tremendous mental talents to herself or is killed. The Bow of the Uni- Male gray elf bestow upon himself a 25% magic resist- corns performs normally as a long bow 18th-level magic-user ance, the ability to detect magic at will, + 3 unless the archer (who must be of Created by: Gene Bauer and the ability to shape change once per chaotic-good alignment) commands other- day. Eelix spends most of his time creating wise. If Ayelgard chooses, an arrow shot ARMOR CLASS: 0 (dexterity bonus and new magical items. Some of the items Eelix from the Bow becomes an arrow of slay- bracers of defense, AC 3) has created include the following: ing that affects anyone who has harmed MOVE: 12” Mystic wand — This 6” glass wand or slain a unicorn. She can also command HIT POINTS: 50 becomes the hilt of a sword of light when the arrows fired from the Bow to cause a NO. OF ATTACKS: 1 in melee a command word is spoken. The weapon living target to fall asleep when hit (as per ATTACK BONUSES: Nil, unless using magi- may be wielded by anyone and causes the magic-user spell sleep, doing no dam- cal weapons 1d10 hp damage. Another command word age) or to stop the target (as per the magic- DAMAGE/ATTACK: By weapon type shuts off the weapon. user spell hold person, again doing no SPECIAL ABILITIES: Uses spells and magi- Ring of Eelix — This magical ring damage) for 20 rounds. The Bow itself cal weapons and devices; has gained bestows a gain of two levels for spell- causes these effects to occur, and any enhanced personal characteristics and casting when worn by a magic-user; this arrows fired from it are briefly enchanted special powers from magical experi- power lasts one hour and can be used so that they possess the above powers. mentation (see text); standard elven once per day. The Book of the Unicorns explains the abilities of infravision, detection of Armor of Eelix — This magical ring powers of the items to the one chosen as secret/hidden doors, and silent produces a suit of armor made of blue the ruler of the unicorns. It also serves as movement light around its wearer upon command. a magic-user’s spell book with all known MAGIC RESISTANCE: 25% (check 90% The armor is equivalent to chain mail but spells up to the fourth level of power. The resistance to sleep and charm after the is weightless. This item is usable by any DM may add spells to this book or rule 25% general magic resistance is class for an unlimited duration (Eelix rare- that certain spells might not be known to checked) ly uses it himself). it, however. ALIGNMENT: Neutral Ayelgard herself is stunningly beautiful, PSIONIC ABILITY: Nil being rather tall and well muscled for an SPELLS: May use any first- to sixth-level elven female. Whenever PCs encounter magic-user spell; thought to have only a Ayelgard, she will probably be on a uni- limited number of higher-level spells, corn mount unless she has been watching including all power word spells, phase them and wishes to approach the party on door, mind blank, symbol, and wish foot. Ayelgard never leaves the highlands unless she is on a desperate mission or is S: 14 I: 22 W: 16 leading the unicorns elsewhere for some D: 17 C: 15 CH: 17 CO: 17 purpose. Only when characters stray too far from the roads will they arouse AGE: 259 SIZE: M Ayelgard’s attention. As a result, she will HT: 5’ WT: 110 lbs. probably stalk them in an attempt to learn HAIR: Silver EYES: Amber their purpose. As Queen of the Unicorns, Ayelgard POSSESSIONS: Mystic wand, ring of Eelix, leads her vassals as she sees fit. Her first and armor of Eelix and foremost duty is to protect them. In so TREASURE: 100-1,000 gp and 2-40 pp doing, hunters are sometimes attacked with her sleep arrows and her spells. Eelix the Wizard was born Felix Furley Ayelgard hopes that most hunters won’t of Vendale Forest. He led a very idle exist- come back, but if they do or if they kill a ence for the first part of his life. In his unicorn, she attacks with intent to kill. early teenage years, he began to study There are almost 50 unicorns now living arcane books and tomes, but he wasn’t in the vast highlands. As a military force, smart enough to learn to cast spells. Eelix they can be very powerful. Ayelgard tried experiments and spells that always decides if any plea for military help is failed. It was during this period that Eelix’s worthy of the unicorns’ attention and life changed for the better. consults the unicorns themselves. When While experimenting with some potions the unicorns do gather for a certain pur- a friend of his recovered from a nearby pose, it is always important and Ayelgard cavern system, Eelix’s innate clumsiness is always there. and absent-mindedness finally paid off. The Crown, Book, and Bow of the Uni- Purely by accident, Eelix mixed three of corns are all unique items, but they work the potions together; this action dispersed just as effectively in lands other than the a cloud of gas throughout his laboratory highlands. Whenever there is not a King and rendered him unconscious. When he or Queen of the Unicorns, or whenever awoke, Eelix was suddenly able to under- one of the items is lost by the ruler, all the stand the subject of his studies. Thereaf- items teleport back to the hidden altar. ter, he went on to become one of the Only a unicorn or a ruler of unicorns can greatest spell-casters in his world. In spite find this place. If there is no King or of this sudden acquisition of knowledge, Queen of the Unicorns, the unicorns look Eelix cannot seem to remember which DRAGON 17 Note that there is only one of each of SPELLS: May use any first- to seventh-level plane in case this entropy should ever these items presently in existence. Eelix spell; is thought to know all spells pecu- cause planar collapse. Time flows very will gladly create a magical item for a PC, liar to the WORLD OF GREYHAWK® slowly in this plane, resulting in a longer but he requests a great duty to be per- setting and possibly spells from other lifespan for its inhabitants (thus account- formed in return. worlds and planes; is fond of using ing for Elayne’s extreme age). maze, power word blind, symbol, and Elayne’s hair is white as snow and her time stop against opponents eyes are deep pink; she avoids direct sun- Elayne Mystica light as she sunburns rapidly and painful- Female human S: 12 I: 18 W: 16 ly. She often has magical symbols drawn 19th-level magic-user D: 18 C: 13 CH: 14 CO: 14 on her face and is always cloaked in a Created by: Niel Brandt flowing robe of deep color. AGE: 243 SIZE: M ARMOR CLASS: -2 (dexterity bonus and HT: 5’3” WT: 110 lbs. bracers of defense, AC 2) HAIR: White EYES: Pink Shugar MOVE: 12” Male human HIT POINTS: 53 POSSESSIONS: Known to own a ring of l4th-level magic-user NO. OF ATTACKS: 1 in melee spell turning; likely owns numerous Created by: Richard Lipman ATTACK BONUSES: Nil, unless using magi- other devices (the DM should use his cal weapons own judgment here) ARMOR CLASS: 0 (dexterity bonus and DAMAGE/ATTACK: By weapon type (com- TREASURE: 3-30 sp, 6-60 ep, 10-100 gp, 4- bracers of defense, AC 3) mon knife) 40 pp, and four gems (100 (x 3) and MOVE: 12” SPECIAL ABILITIES: Uses spells, psionics, 1,000 gp values) HIT POINTS: 55 and magical weapons and devices NO. OF ATTACKS: 1 in melee MAGIC RESISTANCE: Standard Elayne was born in the night-black tun- ATTACK BONUSES: +2 with magical staff ALIGNMENT: Neutral good nels below the Crystalmist Mountains in ( + 8 if using 24 strength) PSIONIC ABILITY: 252 the WORLD OF GREYHAWK setting, a DAMAGE/ATTACK: By weapon type (staff Attack/Defense Modes: All/FGIJ member of a subterranean, albino human does 1d10 +2 hp damage; + 12 if using Disciplines: Detection of magic, ESP, culture. Born the first child to a noble 24 strength) object reading, mind bar, and probabil- family of this race, she was sent to a con- SPECIAL ABILITIES: Uses spells and magi- ity travel vent soon after birth so that a son would cal weapons and devices inherit the family estate. After 16 cruel MAGIC RESISTANCE: Standard years, she fled to the surface world to ALIGNMENT: Neutral good search for a better life. PSIONIC ABILITY: Nil One week after wandering through the SPELLS: May use any first- to third-level wilderness, Elayne was near death. Fortu- spell; knows most commonly known nately, she was befriended by elves in the fourth- and fifth-level spells; knows Oytwood Forest; thereafter, she gravitated disintegrate and possibly three other naturally to their mystical ways. After sixth-level spells; rumored to know seven years with the elves, her psionic teleport without error powers manifested themselves, and she was cast out of elven society. Elayne S: 9 I: 19 W: 15 adventured alone for several years under D: 17 C: 15 CH: 15 CO: 16 the name Celene and eventually found herself in the service of Cobb Darg, the AGE: 60 SIZE: M lord mayor of the Free City of Irongate. HT: 5’9” WT: 160 lbs. While Elayne serves Cobb Darg faith- HAIR: Gray-black EYES: Black fully, she now spends much of her time with others. She still retains membership POSSESSIONS: Staff of might (acts as a in a formal group of adventurers known staff +2 hut does 1d10 +2 hp damage; as the Company of the Iron Fist, but she is it can also raise someone’s strength to now too powerful to work well with them. 24 for one turn twice per day); bracers Her main acquaintances these days are the of defense, AC 3; ring of free action; entities she meets in her transplanar trav- and the wand of Alakazam (67 charges), els. Tsolorandril, a hero-deity whose which raises all spell effects cast while sphere of power centers on wave motions, holding the wand by four levels and is one of her major allies. adds a -4 to all saving throws. The Elayne now resides in a quasi-dimen- wand can he recharged, but the meth- sional “pocket plane” constantly bathed in od for doing this is not known. twilight. No normal weapons may be TREASURE: 1-10 cp, 10-100 sp, 5-20 ep, drawn in this plane without first making 100-1,000 gp, 1-20 pp, and three gems their save vs. disintegration as a result of a (100, 500, and 1,000 gp values) powerful dweomer placed on the plane by the djinn-mage Tol-Kan-Zeeb. However, Shugar is one of the mightiest wizards of this dweomer has the side effect of his homeland of Sard. There are those increasing entropy within the realm; as a who chose the paths of evil and its lure of result, magical effects often occur at ran- quicker and easier power, but Shugar took dom. For example, portals leading to other the harder road of white magic. At a late quasi-dimensional planes often open, occa- age, he became a master magic-user. sionally gating some of the pocket plane’s Shugar’s adventuring career has inhabitants elsewhere against their will. spanned 45 years. He was on band to Elayne’s workshop in this plane has a banish an evil demon lord, Gorion, whose permanent escape portal to the Astral evil had spread over southern Sard, and 18 NOVEMBER 1988 he helped recover the Crown of Good well as in his adventuring life. Shugar was from the peril-filled crypt where it lay for similarly fascinated by Ariella’s experi- an eon. (He did not, however, slay the evil ences in politics. On the night of the ban- demigod Zeton; that was just a rumor.) quet, King Exeter stated that he would In his adventuring life, there is much grant Shugar anything within his power as that Shugar has experienced. Shugar’s a reward for saving the life of is beloved most dangerous adventure was made with daughter. Shugar asked for Ariella’s hand; a band of companions who were able to when Ariella quickly consented to be penetrate the castle of a lich lord, Venes- Shugar’s bride, the King smiled and sar. Shugar’s mission was to rescue Venes- agreed. , Shugar and Ariella sar’s captive, an elven princess named were wed. Ariella. The lich wanted to force the elven At present, Shugar has two healthy king, Exeter, to turn over a potent evil children (both boys) who, although young, sword to him. If the king did not do so, show a strong aptitude in the mystic arts. Ariella would be sacrificed. Shugar’s problem now, however, is one of The party entered the corridors beneath time. At 60 years of age, Shugar has begun Venessar’s castle, but all it took was one to show his years; his wife, however, conveniently placed trap to kill the entire appears as young as she did when Shugar Party — all except Shugar, that is. A blind took her from Venessar’s lair. Shugar has teleport saved the mage from similar lately gone on increasingly dangerous destruction. Alone in the twisting corri- adventures in a desperate attempt to find dors of Venessar’s castle, Shugar eventu- a way to make himself younger. By some ally found the lich and the lich’s captive. In sad quirk of fate, potions of longevity have the heated battle that ensued, Shugar never worked on Shugar. He loves his wife triumphed over the lich by employing a deeply and doesn’t wish to leave her a disintegrate spell. The elven princess was widow after such a short time (short as then returned to King Exeter, and normal- elves measure it, anyway). cy was restored to the elven kingdom. In honor of Shugar’s brave exploits, the elven king decided to have a banquet at the next full moon. While preparations for the feast were being made, Shugar and Ariella spent a lot of time together. Ariella was interested in Shugar’s magical skills as

DRAGON 19

by John C. Bunnell Where Wizards Meet

One sorcerer is strong — but a guild of them is mighty; indeed

From the Mageholm Catalogue, 36th Menwyn, offers study and research facili- as part of a legal inquiry or dispute; these edition (Amanda Riddleweaver editor): ties made less costly through Guild spon- are charged to the government at a 20% One wizards life is filled with labor and sorship. And on the rare occasions when discount — but the authorities frequently loneliness, yet many wizards’ lives may be the membership has combined its powers turn around and collect the full 500 gp blessed with comfort and companionship. against a common danger, the power of from the party that loses the case. So thought the founders of our Mages’ that joining has answered the need. Following the examination, the Exam- Guild long centuries past, and so think we These activities, however, are neither iners review the subject’s performance who gather at Mageholm today. But this carried on nor organized by chance. It has and issue a certificate of proficiency. City Guild has grown since its origins in Glen required careful organization and leader- law considers these “licenses” valid for Morris, and this guide is one of the results ship to the eminent position we two years from the date of issue, though — a brief summary of our governance and hold, which is how the five Circles now mages are not required to possess them in history, that the Mages’ Guilds members active within the Mages’ Guild came to order to practice their arts. For its part, and friends may better appreciate the exist. Though we do not require all Guild the Guild regards the results as permanent benefits the Guild brings to our lives. members to become part of a Circle — nor until updated, and once tested, mages may Let it first be said that this Guild is not a prevent them from joining more than one request reexaminations as often as every political body — at least, no more than it — the majority of our members do choose six months at a reduced fee. Members pay must be. True, our delegate sits on the to take on the responsibilities of Circle 200 gp for retesting; nonmembers are Masterguild which shares the rule of affiliation. As a result, rarely has the Guild assessed 300 gp. It should be noted that Menwyn with the Lord Margrave. True, needed a formal selection process to fill Examiners receive 150 gp for administer- too, that the standards by which our Cir- the five general Circles, though each Circle ing initial reviews and 50 gp each for cle of Examiners measures magical skill does elect an administrative council from subsequent tests. Surplus revenues go to are now recognized, if not always hon- within its ranks. A sixth Circle, that of the the Guild treasury. ored, across the Five Kingdoms. Our Circle of Seven (named for the number of Certification offers a practicing mage founders foresaw none of this, wishing its members), governs the affairs of the three principle advantages. Under Men- only a quiet gathering place for study, Guild as a whole. A brief description of wyn’s law (and that of many other jurisdic- conversation, and good ale. In this area we each of these Circles, with further infor- tions), certification protects the mage from differ from many guilds. Grimclave’s Free mation on our Guild, follows. legal reprisals involving services within his Arcanium has had much to say about the documented ability to perform. While he governing of Genwold since the is not immune to legal action, certification of Genwold’s ruling house and the estab- The Five Circles places additional burdens of proof on the lishment of the ; two of the Free complaining party and limits the mage’s Arcanium’s senior members now sit on The Circle of Examiners liability should he lose the case. At the that council. And the Countess Barbara- Mages applying for Guild membership same time, a certified mage can quite ap-Rowland, Trenwych’s delegate to the and unaffiliated spell-casters seeking pro- legitimately ask a higher price for his Council of the Five Kingdoms, attained her fessional credentials are the province of services than one who lacks Guild docu- seat after rising to leadership of the Mages the Circle of Examiners. On the request of mentation, and many who deal with spell- of Barglass, her home guild. the applicant, a board of three Examiners casters routinely ask to see their Yet from purely social beginnings, this convenes to review his or her training, Examiners’ scrolls before entering into Guild has blossomed into a many-faceted knowledge, and experience in order to business arrangements. Finally, the certifi- institution. More than 600 annual volumes determine the level of mastery at which cate is often of value as a means of profes- of The Quill Arcane have been published the mage is professionally competent to sional introduction for a traveling mage, to date, adding immeasurably to our practice. The examination normally takes particularly one seeking access to research understanding of magic. Novices and three to four hours and involves both oral materials — though mere certification veteran mages alike learn specific questioning and actual demonstration, does not carry the same weight as full spellcraft techniques in Guild seminars. though written tests are sometimes used membership, in this regard. City-bound members now have access to as well. Prospective members pay for the Besides conducting boards of review, the spell materials found only in remote and testing only if they are eventually rejected; Circle of Examiners also has charge of dangerous parts of the Five Kingdoms. outside subjects are charged 500 gp for membership screening and of assessing Our bastion of Mageholm itself, built when the service. Exceptions to this policy are the relative power and difficulty of newly the Guild moved from Glen Morris to made for tests requested by city officials researched spells. The former area, while

22 NOVEMBER 1988

not insignificant, is not especially demand- ing; only about one in eight applicants for membership is rejected, and in most cases MAGEHOLM: Map Key the decision is quite clearly based on bad character. The latter duty is far less fre- quently invoked but of great importance, as care must be taken to accurately mea- Basement level: storage, wine cellar, Mageholm archives, meeting room sure the potency of what is often highly Ground level: pub, reading room, Circle of Examiners unfamiliar magic. Level 2: Circle officers, Archamage, Legate, Magehall (council chamber, spell The nature of its responsibilities makes room), guest rooms the Circle of Examiners the most time- Level 3: library, Archivists’ offices, scriptorium, The Quill Arcane consuming of the five where its members Level 4: classrooms, faculty offices are concerned. Most Examiners are full- Level 5: Circle of Scholars research laboratories time residents of Menwyn, and the majori- Level 6: private and rental research laboratories ty are of at least 9th-level proficiency, Level 7: member services (component supply; magical-item testing and indentifi- though mages of as little as 4th-level profi- cation; magical-item sales, service, and manufacture; professional referrals) ciency are often accredited to perform Level 8: apartments for Archimage, Legate, Chief and Assistant Archivists; guest low-level and apprentice examinations. A suite Guild member must have been affiliated with the Guild for at least a year before joining the Circle and must pass a special examination before being authorized to participate on boards of review. Examiner status, however, carries sufficient prestige that there is no shortage of candidates — which is fortunate, as the demand for the Circle’s services is high.

The Circle of Scholars The Circle of Scholars is the educational arm of the Guild, functioning in many ways like a small college of magic — which in fact it closely resembles. The Scholars’ purview includes teaching and tutoring (sometimes on an individual level, but frequently in group seminars as well), advanced magical research, and publica- tion of The Quill Arcane, the Guild’s aca- demic journal. Two full levels of Mageholm itself are assigned to the Circle’s use, one consisting of classrooms and office space, and one containing the Guild’s group- directed research facilities. Both areas receive almost constant use, as young mages learn basic repertoires and more skilled spell-casters begin to select and train in specialized fields of magic. Too, it is rare for the Circle of Scholars not to have some unusual artifact or branch of dweomercraft under study. Currently, their investigations of the theories which govern magical scrying promises break- throughs in the fashioning of crystal balls and in the development of new scrying tools. A past study of monsters with -related attack capabilities enabled the creation of devices to thwart such gaze weapons. And the Circle now eagerly awaits the return of an expedition which may have found a highly unusual rod from the trove of the eccentric mage, Quardian. Some of its members hope that study of the rod will confirm obscure tales of Quar- dian’s discoveries in the field of antimagi- cal manipulation. Admission to Guild-sponsored classes is a privilege of membership, but many of the teaching mages also admit tuition-paying and most also assess fees to cover materials. Private lessons held in Mageholm between individual Guild mem- bers are another matter, with all monetary 24 NOVEMBER 1988 arrangements handled between teacher and student. The Guild does charge a fee in these cases for use of its classrooms — typically 40 gp per hour for a private chamber, though larger rooms may be had by advance reservation for as much as 150 gp per hour. The student almost always pays this fee; students in a group may divide the cost among themselves. A semidemocratic process usually deter- mines the direction of the Scholars’ group research, with Circle members submitting proposed projects to a panel of reviewers which offers the most promising to a vote of the full Circle. Not all studies are so well anticipated, though. Circumstances some- times divert the interest of special “task forces” into unexpected areas, the case of Quardian’s rod being an example. The Circle has also occasionally accepted com- missions from outside clients to undertake large-scale research or unravel complex magical puzzles. Chief of these clients is Menwyn’s Lord Margrave, though no less than three of the Five Kingdoms have asked for the Guild’s aid over the centu- ries. (Reports of a powerful “ripple” in the fabric of magic have recently arrived from widely separated areas of the Five King- doms, and it is yet unclear whether the Circle of Scholars will investigate the matter on its own behalf or accept an offer from Osdain’s royal house to under- write the study.) Like Examiners, most Scholars are vet- eran mages residing here in the city, and many of them derive considerable wealth from private and Guild-sponsored teach- ing. But money is hardly their only motiva- tion, as proven by the expense poured into the annual publication of The Quid Arcane. The Guild’s journal of magical scholarship draws manuscripts and mono- graphs from across the colonized lands, brought by private couriers, merchant , message birds, and even telepor- tation. Perhaps strangest of all was the arrival some years past of an article car- ried by a stone golem sent all the way from eastern Trenwych. (The golem remained in Mageholm’s library until an acceptance letter was placed in its hands.) All submissions are reviewed by a board of readers, which selects those to be pub- lished and sometimes corresponds with authors in order to authenticate technical points. Each annual issue must then be hand-copied for distribution to over a thousand subscribers throughout the Five Kingdoms, not to mention local Guild membership. The quantity of material A = Archivist, Archives m = meeting room submitted often startles lay readers, who (A) = Archmage 0 = Office expect mages to guard their secrets jeal- C = Classroom P = Parlor or dining room ously, but the prestige associated with E = Examination room R = Reading room publication has overcome many scruples. G = Guest room S = Supplies or storage It is true, though, that as many wizards K = Kitchen (S) = Study decline to contribute as those who elect to L = Laboratory T = Testing or identification room share their wisdom. (L) = Legate W = Wine cellar M = Magehall The Circle of Archivists Once The Quill Arcane has been pub- Map by Dave Sutherland lished, it and all other books and scrolls DRAGON 25 conflicts of interest in Guild governance, as a profit-making endeavor. Two other in practice their time is too fully occupied factors also figure into the equation. Those with archival matters for political compli- who manufacture such items for Guild cations to arise. (Only once, in fact, has a stocks are often given time and materials Chief Archivist simultaneously held the to pursue their own projects, and they title of Archmage, and that was during the have — particularly in the case of more transfer of the Guild library following the complex and powerful objects — kept the completion of Mageholm in C.Y. 169.) knowledge of the techniques of their This does not mean, however, that there crafting from deteriorating into obscurity. is no need for the junior members of the Although Enchantment members are not Circle — far from it. The staff of lay above refining and improving these princi- scribes is talented but cannot, of course, ples, their approach to their work differs copy magical documents, and the two greatly from that of the Scholars and senior archivists cannot staff the library reflects a different set of priorities. by themselves. Indeed, mages who join the Even the locally based members of the Archivists’ Circle often learn enough in Circle of Enchantment do not confine their their periodic terms as cataloging aides to work to Mageholm exclusively. They must upgrade their proficiency certificates often venture into the city beyond its walls before the Circle of Examiners afterward. to meet with and commission alchemists, There have also been cases where junior potters, and other artisans to carry on the archivists have discovered previously more mundane aspects of maintaining the overlooked clues in little-used volumes, Guild’s laboratories, and they are often and followed them into dangerous adven- called to advise the Guild on financial tures to recover powerful magical items or matters due to their familiarity with important scholarly books. And it is Menwyn’s marketplaces and economy. scarcely coincidence that, though they Despite the often mundane nature of its may be less frequently used, the spell work, the Circle of Enchantment rarely books of Archivists are the most complete lacks for members and is the largest of the of any in the Guild. five most of the time. The mobility of its membership, however, compensates for its The Circle of Enchantment numbers, and it wields no more influence Of all the work that goes on in Mage- than any other Circle in Guild affairs. coming into the Guild’s possession pass holm, none is more central to a mage’s life into the hands of the Circle of Archivists, than that of the Circle of Enchantment. The Circle of Mageholm which maintains the Guild’s extensive Members of this Circle are responsible for Last of the five Circles, but certainly not library of both magical and mundane a variety of services, including the acquisi- least important to many members, is the literature. In truth, the Archivists also tion and stockpiling of spell components, Circle of Mageholm, whose chief function assist the Scholars in the production of maintenance of a basic stock of potions is the operation of the Guild’s club facili- their journal once its contents have been and other practical magical equipment, ties — bluntly, to act as innkeepers and determined, since it is they who train and and preparation of needed magical items taverners. In fact, a small permanent staff supervise the small army of scribes and and other supplies to the order of the actually operates the bar and kitchen copyists comprising the bulk of the Guild’s Guild or its members. They also act as areas on Mageholm’s ground floor, but permanent staff. custodians of the Guild’s open laboratories, management and provisioning of the Though the Archivists are in large part where any Guild member may conduct Guild’s private club are entrusted to the librarians, they must be somewhat more personal research or craft magical objects care of a full Circle. Other duties of the in order to fully-serve the Guild. Since on payment of lab fees (presently 200 gp/ Circle of Mageholm include formal man- enchanted tomes form a large part of the week, excluding special materials and agement of the Guild’s finances, maintain- Guild’s collection, the Archivists must be expert hirelings). ing its membership rolls, and serving as its intimately familiar with the many forms of The majority of Enchantment’s mem- public liaison for most general purposes. mystic runes and symbols — and the bers, unlike affiliates of other Circles, tend It might be thought that this Circle, means of preventing them from exploding not to reside permanently in Menwyn. being so completely a bureaucratic body, in a researcher’s face. They must know all Rather, they are travelers and adventuring would find it difficult to attract members manner of peculiar and ancient alphabets, mages who periodically pass through sufficient to carry on its business. Such and the various languages of magic both Menwyn to turn over stocks of unusual has not generally been the case. The quiet living and dead (including the script of spell components and raw materials to the illusionists, who operate a rival guild Guild. Specific arrangements occasionally across the square from Mageholm). And differ, but in most cases the affiliate they must know not only the contents of receives 15% of the component’s value and the Guild’s library, but those of Menwyn’s may retain a small quantity for personal other major archives and of collections use. The remainder is placed in the Circle’s spanning the Five Kingdoms, in order to stocks for sale to other mages (usually at direct students to what may often be the 80% to 90% of retail), a system that pro- single source of some especially obscure vides much of the capital needed to oper- document or bit of knowledge. ate other Guild activities. Where more The demands of knowledge placed on generous terms are offered, it is typically members of the Circle of Archivists may because the affiliate has been sent to col- explain why it is the smallest of the five lect a particular substance at the request within the Guild, and these demands are of a Circle or senior Guildmember. precisely the reasons why its leaders, The making of potions, dweomered alone of all the Circles, draw full salaries. scrolls, and the simpler sorts of wands and While this might seem to give the Chief rings serves a slightly different but related Archivists certain undue advantages or purpose, being as much a training exercise 26 NOVEMBER 1988 routine of Mageholm’s offices has proven administrative in character, and requires attractive to a former adventurer-wizards its members to remain in Menwyn almost now retired from that life. Younger mages constantly during their tenures. Indeed, have found themselves drawn to the lead- apartments in Mageholm are provided to ership opportunities created by our mem- the Archmage and the Legate as much out bers’ demands for the finest foods and of necessity as out of respect for the offic- beverages. Several times each year, buyers es. Yet with the exception of the Legate, must be sent on extensive trips to acquire members of the Circle rarely exercise new stocks of ale, wine and the like, which great political power. Rather, Archmages must be brought back to Menwyn via guide the Guild in the directions of their caravan. Still others have taken on diplo- special magical interests, then only with matic posts of a sort, acting as Guild the agreement of the Circle of Seven. In spokesmen and negotiators in dealings this respect, the Guild has remained com- with other Guilds and governments across mitted to the spirit of its founding, valuing the continent. In all these matters, a mem- its comforts rather than serving as a ber’s purely magical ability is less impor- means to power. tant than other skills, while many assignments provide opportunities for Guild membership education and advancement. Mages desiring to become members of the Guild have several options before Examiners before being admitted. Full membership in the Guild, which The Circle of Seven them. Individuals merely visiting Menwyn While the five general Circles conduct may, with proof of membership in a carries all the privileges described in this the day-to-day affairs of the Guild, they Mages’ Guild elsewhere, pay a fee of 250 publication, carries a one-time initiation are much too preoccupied with their own gp for a one-year visiting membership fee of 1,000 gp and annual dues of 1,000 affairs to see to the governance of the which carries the privileges of admittance gp thereafter. Magical items or other valu- Guild as a whole. Such overall leadership to Mageholm and the use of Guild facilities ables may be accepted in lieu of the initia- is the responsibility of the Circle of Seven, at member’s rates. This fee can be pro- tion fee. The fee is sometimes waived in which sets Guild policies, coordinates the rated to apply to a shorter period of time, return for service to the Guild; dues are operations of the individual Circles, and is but is not normally extended for less than also waived for the Archmage while that the final arbiter of any disagreements or a three-month period. It is also not renew- officer serves, and those of the Legate are disputes that arise within Mageholm. able for more than three years in any five- paid by the city government. Testing by The Circle of Seven is composed of one year period and does not confer the right the Examiners is, of course, required, and delegate from the administrative council to hold office in the Guild. Visiting mem- younger applicants often present letters of of each Circle, plus two delegates elected bers rarely affiliate with a Circle. If they recommendation from Guild members or at large by the general membership (or as do, they may join only the Circles of other respected mages. These letters, much of it as can be polled within the two- Scholars or Archivists. Identified by a though not required, are often most help week period allotted for such a balloting). silver badge, these members are usually ful to prospective members and can be of Circle delegates typically serve for two- interested chiefly in the Guilds research assistance to the Circle of Mageholm, year terms, while the at-large delegates facilities and library, or in establishing a which is responsible for final decisions on are elected to four-year terms staggered so “base of operations” while they are in acceptance for all members. The badges of that one such delegate is up for election Menwyn. full members are gold and are often every two years. There is no limit to the Associate membership is available to marked to show Circle affiliation and number of terms an individual may hold mages whose visits to Menwyn are more rank. The sole exceptions are the mem- on the Circle of Seven, but few delegates regular or of longer duration — and, bers of the Circle of Seven, who wear in Guild history have served for more than again, who are members of other guilds. platinum badges; the Legate’s and Arch- eight years without interruption. The fee for associate membership is 500 mage’s badges are also set with gems. From within its ranks, the Circle of gp per year (prorated in a few cases for It should be noted that the Guilds Seven chooses one of its members to serve six-month periods) and confers all the badges are more than simple symbols of as Archmage — a term separate from that privileges of visiting membership plus full membership. Members are expected to of the common name for a wizard who rights to Circle affiliation and subscription wear badges at all times when they are has reached the 18th level (Arch-Mage). to The Quill Arcane. Associate members, within Mageholm’s walls and must present The Archmage is the chief officer of the however, still may not hold Guild office, them on request elsewhere, as being with- Circle of Seven and master of the Guild. A and their status is subject to review at out the badge may be grounds for denial second member is chosen to be the Legate, three-year intervals. At such time, they of membership privileges. All membership who represents the Guild on Menwyn’s may either be readmitted with associate badges have been dweomered as a safe- Masterguild and thus plays a major role in standings or be asked to become full mem- guard against forgery and thus possess a the city’s governance. Historically, Arch- bers (which may or may not affect their distinctive aura which can be read by mages have tended to come from individ- status with their home guilds). Associates certain Guild devices and by mages with ual Circle leadership, while Legates have wear electrum badges and are divided Guild training in magic detection. In addi- more often been elected at large. The among scholars who spend part of each tion, it is possible for the Guild to use the pattern doubtless stems in parts from the year in the city, political officials whose badges as focus points for certain forms of Legate’s need to spend much time on - business finds them frequently in magical scrying and location, though this Guild business, while an Archmage can Menwyn, and adventuring mages who find is done only in dire circumstances since it more easily balance commitments to a it necessary to retain Guild status in multi- involves invasion of members’ privacy. specific Circle with his duties as guildmas- ple locations. (On rare occasions, associate ter. (It should be noted in discussing the membership has been extended to such The Guild combined Circle of Seven that all of its members are adventurers without requiring guild status The Guilds membership badges are also required to be of at least the 9th level of elsewhere, but this is quite unusual and the key to its rarely-used power to inter- mastery, and that the average level of requires the approval of both the Circle of vene in crisis situations beyond the ability mastery is usually closer to eleventh.) Mageholm and the Circle of Seven.) Unlike of any single mage to control. In this, the The work of the Circle of Seven is far visiting members, associate member candi- Guild is indebted to the research of Gareth from dramatic, being almost exclusively dates much be tested by the Circle of Miran, one of our founders, and to the DRAGON 27 mysterious seer known only as the in secret. availability of specific items; it is advised, Visioner. Their joint efforts, shortly after Clearinghouse guilds will be far less however, that there be no better than an the Guild’s formation, led to the channel- formally organized and will offer few if 80% chance of any rare or very rare com- ing spell, also applied to each membership any other services to members, who will ponent being in stock. (Applying the table badge. Though similar in some ways to the be minimally screened at best and who to the Guild as described gives better than known clerical spell combine, channeling will pay perhaps 500 gp annually for 100% chances for the rarest ninth-level is both far greater and somewhat more active status. Beyond this, the guild will be spell components to be in stock.) Prices for versatile in scope. The spell’s specific organized much as the cataloger’s Circle of potions and other basic magical items sold formula has been kept highly secret since Enchantment, being less a guild than a will also be 80% to 90% of actual gold- its creation and is only accessible to an restricted-access supply shop. Leaders of piece value, but those crafted to order will Archmage with the unanimous concur- these guilds will be very rich and could be cost the full value quoted in the DMG or rence of the Circle of Seven. Its last use is affiliated with a thieves’ guild as well, . The cost of spell now over 400 years past, when Guild using the latter to obtain items not easily research and expert hirelings conforms to intervention prevented the conquest of the duplicated. DMG rates, with lab fees applied against -held Freehold of Rivermarch. At Most guilds (except the clearinghouse the total. least fifteen-score member mages are variety) would offer training and examina- Guilds with different primary aims may known to have lent their strength to the tion for mages seeking to attain higher have fewer (or more) classes of member- wall of wind which drove the invaders’ levels, with fees varying according to the ship than those described, with fee scales army back into the deserts east of the size and location of the guild. The cata- to . Annual dues, however, will Rivermarch region. loger’s Mages’ Guild is housed in Menwyn, rarely be lower than those quoted by the It should be emphasized that such a large free city which hosts a standing cataloger and could be much higher in demands on Guild members are extremely international council of delegates from areas where magical supplies and knowl- rare, and that for the most part members several nearby kingdoms. Guilds located in edge are relatively rare. are free to enjoy the facilities and privi- smaller cities might not have the benefit of No details of the channeling spell are leges made available by their participation a bustling trade economy and would given in the catalog and none are provided in the Guild. Nowhere else in the Five charge higher service fees to offset the here, in order to dissuade PCs from mak- Kingdoms is the ale darker, the company handicap. Some education may also be ing use of this effect. The catalog does more hospitable, or the library better available to tuition-paying outsiders as state that invoking the (ninth-level) spell is organized than in our tower of Mageholm, noted by the cataloger; an average charge the exclusive right of the Archmage but and little of magical importance occurs would be 50 gp per hour of group instruc- can only occur with full cooperation from anywhere on the continent that is not tion, plus 100 gp per spell level for spells the entire Circle of Seven. Mages tied into eventually brought to our attention. More copied into a student’s books. This does the effect through their badges must con- than anything else, Mageholm is a place not count materials fees, which both mem- sciously focus their wills in order to aug- where wizards meet, for purposes ranging bers and non-members must pay, and it ment the casting’s power but have no from social to scholarly, in a Guild assumes that a normal intelligence check control over the type of effect produced. designed first and foremost with their (Players Handbook, page 10) permits the The scrying potential mentioned by the comfort in mind. character to learn the spells being taught. cataloger is described in greater detail and (In most cases, a student must pay tuition may be invoked by any member of the Gaming notes before learning that a spell is beyond his Circle of Seven. The link formed by the The Mageholm Catalogue manuscript ability to learn due to the intelligence badge is similar to that of the component provides one model for Dungeon Masters factor.) of a succor spell or of a “base ball” (see wishing to create a guild of magic-users When a scholarly journal such as The AC4 The Book of Marvelous Magic), but for the benefit of player characters. Most Quill Arcane is available, research on does not confer teleporting ability. By use details needed to set up and operate a questions within the journal’s field may be of an enchanted mirror or specially similar guild are provided; some, notably conducted much as if one was consulting a dweomered map in the Circle’s spell room, regarding the guild’s fee schedule, have sage. For every 50 volumes of the journal the location of a subject badge may be been translated into statistics compatible available, there is a 10% chance of finding plotted. The catalog, however, does not with AD&D® games. Additional points are useful information if one hour is spent indicate the effect’s range and is vague as discussed in the notes which follow. perusing each volume. (No guild can pro- to whether specific badges or merely The cataloger writes of other possible duce more than one volume of such a classes of badges can be identified. Clearly, guild models, specifically noting guilds journal per year.) If an index exists or an though, the technique is not used to bail with significant political interests. Another archivist offers aid, only half the time is mages out of all dangerous situations. potential guild type is that devoted chiefly required — but an archivist must usually to supplying members with spell compo- be paid for his services. nents and materials. The cataloger notes that mages and Political guilds will differ from the guild illusionists maintain separate guilds, yet described in this article in three principal implies Guild knowledge of the script used ways. Membership requirements will be by illusionists. Without more detailed Free Catalog! more stringent, and candidates could be records, only a human dual-classed asked to obtain formal sponsorship from illusionist/magic-user can explain access to active guild members. Their academic both sorts of spells. Such characters are Write for your free catalog of games facilities will usually be smaller (evidence likely to be rare in the extreme and are and gaming supplies! In the United suggests this may not be true of the Free certainly one cause of the strong rivalry States and Canada, write to: TSR Arcanium described by the cataloger), and implied between the two guilds. Mail Order Hobby Shop, c/o TSR, fees for research will normally be higher. With regard to the availability and cost Inc., P.O. Box 756, Lake Geneva WI Finally, they will have a well-defined rela- of purchasing spell components from the 53147, U.S.A. In Europe, write to: tionship with the local or national govern- guild, reference can be made to Michael TSR Mail Order Catalogue, TSR ment, but this relationship can vary Dobson’s “Living in a material world," UK Limited, The Mill, Rathmore widely. Some, like the Free Arcanium, will published in DRAGON® issue #81 and Road, Cambridge CB1 4AD, United be closely connected with those in power, reprinted in the Best of DRAGON Maga- Kingdom. Our catalog is free — while others may be actively opposed to zine Anthology, volume IV DMs may elect current political leaders, either openly or to use Dobson’s tables for determining the send for it today!

28 NOVEMBER 1988 by Scott Waterhouse The following two magical works were created by powerful magic-users for the use of the same. As a result, there are several points which the should consider before these spell books are placed as treasure in a campaign. The value of these books is, perhaps, only exceeded by the potential power they will give to PCs. Many of the spells in these books are of high level, and the DM should carefully consider the effect of allowing the players to get their hands on these spells before they obtain the books. It is perfectly acceptable to omit one or more of the spells that are supposed to be in a book if deemed best for the campaign. It should be obvious that many charac- ters will want to get their hands on these books, as demonstrated by the history of these tomes. But it is quite possible that a PC’s problems will only begin when he acquires one of these books, for any use of a unique spell will attract attention— perhaps much more than the spell-caster bargained for. Thus, the use of these vol- umes is not a free lunch. As the spells detailed herein are unique, not all details on their effects may be available to the characters, even within the books in which such spells are found. There is no need for the DM to reveal everything about a spell to the players— let them find out themselves— the hard way, if necessary. That is where the fun is. Finally, the history of each volume may be adjusted to fit the nations, personalities, and circumstances of a DM’s particular campaign world with little difficulty. Oth- erwise, the lands and personages referred to may be assumed to lie outside the usual campaign area. The Book of Black Circles adepts.) In addition to the spells it con- tains, The Book of Black Circles details the process of the advancement of Appearance: The Book of Black Circles is mages and the methods of their instruc- a finely crafted book 2’ high, 1’ wide, and tion in the dark arts, as well as showing 4” thick. The cover is made of soft black leather taken from the throat of a black the proper construction of magic circles. The only other information available on dragon and wrapped around a wooden The Book of Black Circles comes from a frame. The interior pages are fashioned page of parchment that the renowned from the finest vellum and are bound to thief Vadour stole from the Arch-Mage the spine of the book with threads of Rathe several decades ago, when the mage black silk. The cover of the book is blank was of considerably less power. The except for the inscription of five silver parchment is now kept in the Library of circles in the upper half of the cover; four the Imperial University in Sestar. If this are arranged in a square, with the fifth in manuscript is to be believed, then other the center of the square thus formed. The powers may also be attributed to Rathe’s book’s name is thought to refer to its crea- book and perhaps others like it. tors or its innate powers rather than to its Game information: Each of the silver cover design. circles inscribed on the cover of the book History and description: Whether The triggers a continual darkness spell (at a Book of Black Circles was designed as a maximum of once per week per circle, single work, of which copies have performed at the 18th level of spell use) if appeared repeatedly over the history of touched by any being who is not lawful Tikkun Shalom in widely disparate loca- must be a magic-user of at least 5th level; evil. This spell is centered on the toucher, tions, or was designed as several works, the spell may also be applied to the spell- who may escape the effects with a saving each with roughly the same power (which caster. Discern is used primarily as a throw vs. spells (in which case the spell seems more likely), is currently a matter recruiting device for various magical centers on the book). Any lawful-evil being of some contention among the sages of orders and schools of every sort of align- may see through this darkness with ease. Shalom. Whatever the case, it is indisput- ment and ethic. Several magical protections are also able that this tome and copies of it have Once cast, discern confers upon the attributed to the copy of the book in been found in the strongholds of many of recipient the ability to magically determine Rathe’s possession, which may be either the organizations of evil magi found in if a person has the potential to become a standard to such a book or unique to Shalom. This was particularly true of the powerful mage simply by being within 10’ Rathe’s copy as the DM chooses. The pro- Black Circle (which is thought to have of that person and interacting in a normal tections on the book may be designed by created the work) after the Circle was fashion with the candidate for two rounds. the DM and should probably take the form brought low following its attempted The recipient of the spell perceives the of at least one symbol — possibly several. takeover of Shalom hundreds of years ago. potential for magic-use in a candidate as a The specific types of symbols employed Copies have also been discovered in the dim aura surrounding the subject. The are not revealed in the parchment stolen redoubts of the Hand of Destiny and the aura is invisible by any other means, from Rathe. Few if any copies of these Htiaf. As these groups still wield consider- including true sight, true seeing, infra- books have mundane protections such as able power in Shalom, however, it is vision, or other types of magical or normal locks, traps, or the like. uncertain where such information could vision, and is so dim that it cannot be The spells set down in The Book of Black be accurately obtained, and it must there- perceived in bright light (such as direct Circles are written in standard form and fore be treated with some skepticism. sunlight). The aura is of constant strength, may be found in an appendix at the end of No copies of this book exist in any of the regardless of the potential of the candi- the book. They include block advancement various libraries of Shalom at present, nor date. For game purposes, a human, elf, or (unique spell), charm person, conquer self do any mages who do not belong to the half-elf scanned by this spell registers (unique spell), discern (unique spell), organizations mentioned above claim to favorably if he has an intelligence of 14 or feeblemind, , and hold person. The have access to such copies, with the sole greater and scores of 6 or better in all Book of Black Circles contains all the infor- exception of the dark elf Arch-Mage, other characteristics. A variation of this mation on magical circles found in the Rathe. Information can be gleaned from spell may exist that is more selective and Dungeon Masters Guide and Unearthed various sources, though Rathe is unwilling detects only those who have the potential Arcana. to reveal any details concerning The Book to become great illusionists as well (thus The three unique spells found in the of Black Circles. What little is known including gnomes among the races affect- book are as follows: follows. ed, but detecting only those persons with It is generally recognized that The Book intelligence scores of 15 or better and Discern (Divination) of Black Circles is used to train young dexterity scores of 16 or better). Level: 7 Components: V,S,M magic-users in the dark arts, especially Even if a positive result is obtained, the Range: Touch CT: 1 turn those who wish to join a cult or organiza- spell in no way guarantees that the person Duration: Perm. ST: None tion with evil intentions. It is apparent that will become a great mage (or even a mage AE: 1” the book contains a few powerful and at all); it simply indicates ability based on unique spells used to test young mages Explanation/Description: A magic-user intelligence, aptitude, and the will to and to determine their worthiness to who casts a discern spell is provided (or achieve. The Book of Black Circles stresses advance through the ranks. It also con- provides another) with the ability to deter- the fact that the spell is no more than a tains a few less-powerful common spells mine if a person has the potential to prediction; even if a person has the ability, used to train young mages. (It should be become a powerful magic-user. Once cast, he may opt not to become a mage, quit noted that the use of these spells, while the discern spell is permanent (though before he reaches a high level, or die not intrinsically evil, is largely limited to subject to a dispel magic spell) and func- before achieving greatness. The DM the holders of these books; however, there tions continuously, without concentration should use his judgment regarding who is are persistent if unfounded rumors that by the recipient of the spell. The spell may highlighted by this spell’s use. several groups of good mages have used be cast by any magic-user of the necessary The material component of the spell is a similar spells to both locate and train their level, though the recipient of the spell gem of seeing or a similar magical device

DRAGON 31 (such as eyes of minute seeing) which been cast prior to the casting of the block on recipient’s ability, ambition, heroic allows for a special type of vision. The advancement spell. The statue is not con- actions, etc.: -3 to +3 material component is consumed when sumed by the spell, but may only be used If the recipient successfully makes his the spell is cast. for one person. Once the black advance- saving throw, he comes out of his trance ment spell has been removed from the after six hours. At this time, he regains the Block Advancement (Abjuration/Charm) recipient, the statue shatters. spell-casting ability appropriate to his Level: 8 Components: V,S,M present level and gains a 10% experience- Range: Touch CT: 1 turn Conquer Self (Abjuration/Alteration) point bonus for all experience earned Duration: Perm. ST: Neg. Level: 9 Components: V,S,M since block advancement was cast upon AE: 1 person Range: Touch CT: 1 round him. If the recipient fails the saving throw, Duration: 6 hours ST: See below Explanation/Description: When a block he dies at the end of the six hours; he may AE: 1 person advancement spell is successfully cast be raised or resurrected in the usual man- upon an individual, it instantly strips him Explanation/Description: Upon the ner, though he will still suffer from the of the ability to advance in levels of spell- completion of this spell, the recipient of a effects of the block advancement spell. casting ability until the recipient success- block advancement spell begins a great The saving-throw roll is always failed if fully survives the ordeal induced by a personal ordeal which either results in his the result of the roll is a 1, regardless of conquer self spell (q.v., as follows). The death or in the removal of the block modifiers to the roll. The material compo- spell affects only a single magic-user of no advancement spell and the gaining of an nent of the spell is the statue which less than 5th level, no greater than 15th experience-point bonus, if the mage is was used when the block advancement level, and of an alignment identical to the deemed worthy by the power of the con- spell was originally applied to the recipi- caster. Block advancement cannot be quer self spell. The spell is useless for any ent; at the conclusion of the conquer self removed otherwise except by the use of a other purpose. If cast upon an individual spell, the statue shatters. wish spell. not under the effects of a block advance- The recipient of the spell is allowed a ment spell, conquer self vanishes from the saving throw vs. spells (which is forfeited spell-caster’s memory with no effect. Con- Laeyndar’s Book of by a willing subject), and the spell does not quer self must be cast by a mage of the Metamorphoses come into effect if the saving throw is same alignment as the recipient. successful. Because the spell was designed Once cast, the recipient undergoes a six- Appearance: The value of this enormous to stop the advancement of any magic-user hour ordeal during which he is rendered compendium of lore is only enhanced by deemed not worthy of power until such helpless by wrenching pains and powerful the valuable materials from which it is time as he proved himself worthy, the hallucinatory visions — hence the recipi- fashioned — and the monetary value of original researcher of the spell (most likely ent is usually placed in a special area the spells found within it is certainly huge. a member of the Black Circle) assumed where he is relatively safe from attack. The work is contained between two thin that the recipient would be willing to (Interestingly, The Book of Black Circles slabs of deep-blue lapis lazuli (each 1/8” receive the spell (the alternative was reports that the visions experienced dur- thick) that are 2’ tall and 1½’ wide. The death). However, if the spell is applied to ing the ordeal are occasionally prophetic spine is also formed from lapis lazuli and an unwilling subject and he makes a suc- or based on actual events or areas that the is bound to the covers by platinum hinges. cessful saving throw, he suffers damage in recipient may not have witnessed.) The Ten sheets of thin mithral rest between hit points equal to twice the number of outcome of the ordeal is dependent upon the covers but are not bound to the spine. levels possessed by the caster but is other- the actions of the recipient since he The lapis lazuli thus forms more of a fold- wise unaffected. received the block advancement spell. er for the mithral pages than actual book Once block advancement comes into Although the recipient is automatically covers. On the front cover is Laeyndar’s effect, the recipient cannot learn any new affected by this spell if he meets the pre- symbol, also the symbol of water in many spells (though he may record new spells in vious requirements, the final outcome of areas, engraved with a wizard mark. his spell books) nor may he cast any spells the spell is dependent upon a successful History & and description: That this book of a level above the highest level that he saving throw of 20. This saving throw roll originally belonged to the mage Laeyndar, was able to use before being blocked. He is modified by several conditions, most of titled “The Lame,” is obvious, for its cover may, however, gain more spells of the which are dependent on the actions and bears a golden wizard mark in the form levels he currently possesses. Thus, if cast performance of the recipient. No form of which Laeyndar chose as his sign — that upon a 5th-level mage, block advancement magic affects this saving throw (including of a wave, symbolizing the fluidity of would prohibit the mage from casting items such as a luckstone), and all other water and mutability of form. Laeyndar, fourth-level spells until the spell was saving-throw modifiers from which the the lame mage from the famed waterfall removed (but would not stop him from mage would normally benefit are similarly city of Escatlar, lived over 700 years ago. gaining additional third-level spells). A ineffective. The modifiers apply only from Although born with a club foot and block advancement spell does not prevent the time of the application of the block hunchback, he did not let this deter him a mage from gaining experience points advancement spell. They are as follows: from the life of magic-use. Laeyndar rose while it remains in effect, nor does it to extreme power but was turned away prohibit the mage from gaining new weap- Per 100,000 xp gained: +1 from the White Circle because of his on and nonweapon proficiencies and Perfect alignment performance: +3 deformities. Thereafter, he became additional hit points when enough experi- Average alignment performance: +1 obsessed with the study of transforma- ence is gained to advance in level. Poor alignment performance: -1 tions of form. The Book of Metamorphoses Advancement in levels occurs as it normal- Every successful (major) quest performed was evidently created many years later, ly would. Thus, the net effect of the spell for organization: +4 for it contains numerous spells of high is only to limit a mage to his current level Each point of intelligence above 12: +1 level which appear to be the result of his of spell-casting ability. Once the spell is Average of scores obtained during level researches into the subject of alterations removed, the recipient immediately gains advancements used for determining of form, including some spells even ena- all of the normal spell-casting abilities training costs between levels (see DMG, bling mental transformation. Unfortu- appropriate to his level. page 86): 1 = +2; 2 = +1; 3 = -1; nately, Laeyndar’s obsession evidently The material component of the spell is a 4 = -2 twisted his mind as well as his body, and small jade statue of the recipient of the Evaluation of recipient by caster of con- he apparently never utilized the marvel- spell, upon which a feeblemind spell has quer self spell (mediated by DM), based ous results of his research to better his

32 NOVEMBER 1988 own appearance, as he originally intended. caster invokes a graft spell, he may attach After he was denied entry into the White an appendage of another creature in place Circle, he vanished from sight. His sole of a missing limb on the recipient's body, apprentice, Moytaire, recorded in his who may be either the caster or another diary that he always knew his master as being. The appendage must take place deformed. of a lost limb—e.g., the caster cannot Upon his death, Laeyndar passed the place the arm of another creature onto a book on to Moytaire, who learned of the body which had no such limb before, nor book’s powerful curse shortly thereafter add an extra arm in the middle of his but was tragically unable to avoid it. The chest. Additionally, the limb to be grafted one time he appeared in public in later must also perform roughly the same func- years, Moytaire had already begun his tion as the old one; consequently, a mage transformation into a crippled kuo-toa. may not attach a foot to an arm stump. Moytaire was grief-stricken at his change, The appendage may be of any size, but the and shortly before it was complete he recipient of the limb must be able to went into absolute isolation. At an manipulate it with his current strength. If unknown later time, Moytaire died, and the limb is overly cumbersome or excep- the book remained in his lonely tomb for tionally different from the original, the many years as tomb robbers were appar- limb may inhibit movement or limit spell- ently reluctant to chance entry into his casting ability. The appendage to be demesne on the off chance that the wizard replaced may be anywhere on the body, had become a lich (despite his neutral i.e., arms, , feet, hands, or parts stance) or had secretly warded his tomb. thereof, but it cannot be the head. The That the tomb was eventually plundered replacement may also be of any form, thus is evident, for some 330 years after the a demon’s claws, a bear’s forepaw, or beginning of Moytaire’s isolation the book another human hand could take the place was examined by the master of the mages’ of a lost hand, claw, or paw. college in Sestar, Illkeda, who also fell The appendage to be grafted must have under its curse but hid the book so that it been alive within the hour before the spell made up of the blood of the being to is cast, or the graft will not take. The could not exercise its fell powers again. which the member originally belonged, The book’s location once again remained member to be grafted may be successfully the blood of the caster, a potion of poly- unknown for another 200 years until it joined provided that the recipient of the morphing, a potion of extra-healing, and at was uncovered and again worked its twist- limb makes a successful system-shock roll least 10,000 gp worth of powdered moon- upon completion of the casting. A failed ed magic, this time upon the mage-king of stone. The components are consumed roll indicates that the graft does not take, the Kingdom of the Coral Throne. The fall (except for the appendage, of course) of the so-called Aqua Kingdom was the and the limb withers and dies in one day. when the spell is cast. result, as the mage-king, Plautes, betrayed If the graft does take, then the new member will remain in place and function his subjects to their enemies, the kuo-toa. Change Form (Alteration) The Book of Metamorphoses has not been normally. Furthermore, the recipient even Level: 8 Components: V,S,M seen since, and certainly there is no receives all the strength and dexterity Range: Touch CT: 8 segments record of it transforming any other in the bonuses or penalties the limb had previ- Duration: Perm. ST: Neg. interim. Thus, although its whereabouts ously. The grafted appendage also has all AE: Recipient remain uncertain, the sage Needram the immunities and weaknesses, including asserts that it remains in the ruined palace armor class and damage ability, that the Explanation/Description: When the of Plautes, untouched even after the appendage had previously, so long as such change form spell is evoked, the caster resumption of the Kingdom of the Coral bonuses and penalties did not result from begins a process which will eventually end Throne from its present-day capitol. special characteristics of the limb’s original with the complete metamorphosis of the Game information: The writings of Illke- body (thus, innate spell-casting abilities, recipient into an entirely new creature. da provide the only clues as to the con- psionic ability, magic resistance, and The change induced by the spell is total in tents of the book. Illkeda claims that the strength bonuses do not apply). For exam- every respect and occurs regardless of the book contains the following spells, one per ple, if a magic-user were to graft on the size of the recipient and the size of the page, in standard form: change form hand of an arcanadaemon, his new hand creature chosen by the caster. (unique spell), clone, enlarge, graft (unique would be AC -2, would take only half An initial saving throw vs. polymorph is spell), massmorph, polymorph any object, damage from cold, and would cause 1-4 hp allowed to negate the effects of change polymorph other, polymorph self, shape clawing damage. The hand would, how- form, but if this is failed, only a wish can change, and statue. The book’s curse ever, no longer be magic resistant (as is an stop the transformation. Furthermore, a affects any creature the first time it opens arcanadaemon’s hand). If a magic-user wish can only stop the process, not the tome, causing the being to change were to graft on the forefoot of a lizard, reverse it, once the physical phase of the form into a kuo-toa with a club foot and a though the mage may gain an improved transformation is complete. A second wish hunched back, as per the change form armor class for that hand, he would prob- can be used to reverse the process so that spell herein. A saving throw vs. poly- ably not be able to cast spells due to the the victim will return to normal at the morph is allowed, however. low potential dexterity of a lizard’s claw. same rate as the initial change occurs. A The two unique spells found in the book The hand of an ogre (the largest-size third wish speeds up the rate of “back- are as follows: humanlike being whose limbs may be so ward change” so that it takes but one day. used) would allow for a grasping strength The ultimate form of the recipient is cho- equal to an 18 (nonpercentile) strength; sen by the caster but cannot have more hit Graft (Alteration) however, the magic-user could not lift dice than the recipient presently possesses Level: 6 Components: V,S,M weights at the same strength level as only and must be a native of the Prime Material Range: Touch CT: 1 turn his hand has this ability, unless the magic- plane (thus demons, undead, devils, ele- Duration: Perm. ST: See below user previously had an 18 strength. mental creatures, and other unique enti- AE: Recipient The material components of the spell are ties are not possible choices). Explanation/Description: When a spell- the appendage to be grafted and a mixture Immediately after the spell is completed,

DRAGON 33 all characteristics of the target, including resistance, special attacks, special defens- ability scores, alignment, form, armor es, etc.) of his new form, becoming in class, hit dice, etc., move one place toward every respect a member of his new race. What’s an SASE? those of the end creature; for every 10 However, in some cases, even the change days following the spell’s casting, they form spell is not totally efficacious in this An SASE is a self-addressed, change one further position. Size is altered respect, as memories and other mental stamped envelope. If you send a at the rate of 1” and 10 lbs. of gain or loss functions, such as intelligence and psio- submission to DRAGON® Maga- per day. For example, an 8th-level fighter nics, may be retained in the being’s new zine and hope for a response, who began to change form into a pech form if the new form is basically the same include an SASE with your letter, would immediately gain a natural armor as the old form (e.g., humanoid to human- class of nine; 10 days later he gains AC 8; oid, avian to avian, etc.). gaming article, short story, or art- 20 days later he gains AC 7; and 40 days Once the metamorphosis is complete, work. Make sure the SASE is large after that, AC 3. During this time, the the recipient grows and ages normally, as enough (and has enough postage) fighter would have lost four of his hit dice, would any other member of his new race. to allow the return of your materials become neutral good, and otherwise He is able to use all natural abilities of his if necessary. Canadians and resi- assumed the appearance, size, form, and new form, such as flight and other special dents of other countries should general characteristics of an average pech. movements, as if he were born to them, enclose international postal cou- The DM must arbitrate these changes as though he may not be able to speak the pons, available at their local post he sees fit. language of his new form. offices. We are not responsible for When all mundane statistics have con- The material component of the spell is a unsolicited submissions; be sure to formed to those of the new form, the vial of acid, in which at least 5,000 gp recipient loses all class abilities he pos- worth of powdered moonstone has been enclose that SASE. sessed previously. Thus, if we assume that dissolved during a full moon. The vial DRAGON is a trademark of TSR, Inc. our fighter’s change is complete on the must be broken upon the recipient within ©1988 TSR, Inc. All Rights Reserved. 70th day, he then loses his fighting ability one round of the completion of the spell. and now attacks as a 4-HD monster. One The acid will cause no damage to the week after this phase of the transforma- recipient of the spell, unless he successful- tion is complete, the subject loses all pre- ly makes his saving throw, in which case As American as vious memories (except for rudimentary he takes 2-8 hp damage. Apple Pie facts about himself, such as his name, The Consumer Information Catalog is filled place of birth, and so forth) and other with helpful federal consumer publications. functions associated with his previous It’s free by writing— form such as racial abilities. Instead, he Consumer Information Center gains all the special abilities (such as magic Department AP, Pueblo, Colorado 81009

©1988 by William A. Barton The following article allows Investigators in Chaosium’s CALL OF CTHULHU® role-playing game to engage in the more “mundane” occult practices allow- ing exploration of the unknown (and permiting the Investigators to share in its dangers as well). This article was originally a part of the Spiritualist section of the Cthulhu by Gaslight boxed supplement; unfortu- nately, it had to be cut because of space limitations. Although Keepers running 1890s campaigns will find these guidelines of the most use in their games, pri- marily because of the growth of spiritualistic and mediumistic practices during that time period, those running CALL OF CTHULHU game campaigns set in the 1920s or later should have few problems incorpo- rating these rules into their own games.

Seances, possessions, and exorcisms in CALL OF CTHULHU® games

36 NOVEMBER 1988 tor’s Luck fails, the characters have con- character until the spirit leaves — or it Seances tacted a malevolent spirit (a daimon) who toys with him, taking total control only For reasons of their own during the attempts to possess the Investigator acting when the Investigator tries to seek help or course of an occult investigation, Investiga- as the medium (or the Investigator with tell someone of his plight. Of course, once tors might think it desirable to attempt a the lowest POW, if none of them were the spirit within him starts to manifest seance, either by themselves or using the actually leading the seance). The daimon itself, the Investigator’s companions may services of a spirit medium. A successful does this by matching its Magic Points vs. quickly figure out that he’s possessed, Occult or Knowledge roll indicates that an those of the Investigator it attempts to especially if the spirit is malevolent or Investigator at least knows of such a medi- possess. If it fails in its possession attempt, strikingly different in personality from the um. Whether the medium in question is a the evil spirit may simply try to deceive Investigator. clever fraud or an actual medium with the Investigators, leading them astray with Being possessed by a malevolent spirit true psychic powers is up to the Keeper, misinformation while pretending to be the requires a SAN roll to avoid the loss of 1d8 who also determines an actual medium’s entity they seek. Alternately, the daimon points of SAN; nonetheless, 1 point of SAN chance of success in summoning spirits for may play tricks on them. These tricks will is lost even if the roll is successful. An the Investigators’ purposes. be similar to those of the neutral spirit — Investigator need not roll until either he Should the Investigators themselves though of a nastier, more harmful nature. realizes he is possessed or until the spirit attempt a seance without an NPC medium, Before it leaves, the malevolent spirit finally releases him if he has been under their chance of a successful summoning is makes a final attempt to possess the Inves- its total control all along. a percentage equal to the POW of the tigator with the lowest Magic Points. If it When a spirit of any persuasion is in character leading the seance and acting as fails in this, the spirit leaves, its passing possession of a character (invited or other- medium, or the average POW of all the marked by a blast of wind and an wise), it can cause physical manifestations characters together (whichever is greater). howling. through the character’s body. It can Participants, including the impromptu If the Luck roll in summoning a spirit is change the sound of his voice (so that a medium, may increase their chance of a roll of 96-00, the Investigator/medium female Investigator speaks with a male success in the seance by contributing either finds himself placed in telepathic voice, or vice versa); temporarily change temporary Magic Points. Award a 1% contact with a Cthulhoid entity — perhaps his facial features or body shape within increase to their chance of success for even Great Cthulhu himself — or inadver- certain limits (a character cannot become each Magic Point expended. However, tently summons a Cthulhoid monster. so distorted that he no longer resembles a such a contribution of Magic Points leaves Either of these eventualities has dire generally human shape); and cause ecto- characters more vulnerable to one of the results. (The choice of deity contacted or plasm to exude from his body to form dangers of a seance — possession by a monster summoned is up to the Keeper; ghostly shapes or images. Ectoplasm malevolent spirit entity, should they actu- the deity should, however,. be appropriate appears as a white, milky substance that ally manage to contact one. (A successful to the situation or setting of the adventure glows in the dark. If touched, it feels cold, Occult roll by any Investigator reveals to in which the seance is attempted.) perhaps even slimy, then suddenly snaps him the effects of Magic-Point expenditure back into the character’s body, causing in a seance — both positive and negative.) Possession him 1d6 points of damage. The chance for success in a seance is If an Investigator becomes possessed by The evil spirit within can also cause a reduced by half (after Magic-Point addi- a malevolent spirit, he remains so until the possessed character to float in the air, spin tion) if the Investigators fail to set up the spirit decides to leave on its own or is around, perform physically impossible seance with the proper trappings — a exorcised. A neutral or benevolent spirit contortions of his body, and resist sleep, dimly lit room, participants sitting around may possess a character in order to give hunger, pain, or injury without ill effect as a table in a circle holding hands, a mini- information by speaking to or through the long as it is within him. It can also cause mum of conversation, etc. After all these character, but does so only if invited to do wounds to open on his body and bleed, factors are taken into consideration, the so. The benevolent spirit leaves as soon as then make them heal over as it wills. Nor- 1d100 roll must be made in secret by the its task is finished or the Investigator asks mally, only a malevolent spirit performs Keeper. If the roll is successful, the Investi- it to leave. The neutral spirit acts in like acts harmful to the body it possesses or to gators manage to contact a disembodied manner unless the Investigator fails a anyone else. Sometimes, however, a neu- spirit. To determine the exact nature of POW x 5 roll. If this happens, the Investi- tral spirit possessing a person. indulges in the spirit contacted, the Keeper must gator must drive it out with a POW vs. the less-harmful acrobatics described make a second secret roll, based on the POW roll. Failing this, the spirit will have above. Luck score of the Investigator acting as to be exorcised; the Investigator then has It is possible for more than one spirit to medium or leading the seance. only one chance to drive it out himself. possess a single individual, though addi- If this second roll is one-fifth or less of A malevolent spirit, once in possession tional spirits must either be invited in by the Investigator-medium’s Luck, the Inves- of an Investigator, attempts to conceal its the spirit already inhabiting the body (or tigators have contacted either the specific as long as possible, making its the dominant one, if more than one are spirit they were seeking or a benevolent host’s companions believe the Investigator already there), or win a POW vs. POW “spirit guide” who can direct them to is quite normal. Even in cases when the attack against the current possessor of the whom they desire, if no particular spirit spirit allows the Investigator some free- person. Multiple spirits cause the Investi- was specified at the beginning. A “regular” dom, however, it is totally in control of gator so possessed to appear to have multi- success, between one-fifth and the Investi- him. The Investigator may not even realize ple personalities, though only the most gator’s full Luck score, calls up a neutral it, but he soon finds himself compelled to powerful spirit is in actual control (except spirit guide, who acts as the Investigator say and do things he doesn’t wish to do. when it allows the others to exert theirs, wishes if he succeeds in a POW vs. POW He may attribute this to some other super- from time to time). roll against the spirit to bind and control natural agency — a curse or mind-control it. Failure in the POW struggle indicates spell of some sort — or may actually real- Exorcism that the spirit does not act as a guide for ize that he is possessed (either if the play- Exorcising a spirit from a possessed the Investigators and either leaves or pulls er figures it out or the Investigator individual can be considered a spell, and tricks on them — animating tables, knock- succeeds in an Occult roll). Once the Inves- the ritual may be learned from any of a ing things off the wall, dematerializing tigator determines he is actually pos- number of Cthulhu Mythos and ordinary small objects — depending on how badly sessed, the spirit within him either takes occult books. It can also be performed by this roll was missed. total control of him immediately — effec- any clergyman with a Theology/ If the Keeper’s roll against the Investiga- tively making the Investigator a Keeper Philosophy skill of at least 60%; others

DRAGON 37 that are available both to clergymen and possessing spirit by convincing a more laymen. A character who is an actual powerful spirit to dislodge it in the same clergyman may add one-fifth of his manner as that of multiple spirits attempt- Theology/Philosophy to the percentage ing to possess a character. The danger in chance on the Resistance Table (as deter- this is that the new, stronger spirit, once it mined by matching his POW against that has dislodged the other by defeating it in a of the possessing spirit) before rolling his POW vs. POW roll, might decide to stay final chance for success. Thus, if the nor- and possess the individual itself. Because mal chance for success is only 30%, but of this, Investigators attempting such feats the clergyman has a Theology/Philosophy should be as certain as possible that the skill of 80%, the chance is increased by spirit they’ve called up to help them is a 16% to 46%. benevolent (or, at worst, a neutral) spirit Additionally, any exorcist, clergyman or and not a deceiving evil one. layman, can increase his chance of casting out a spirit by invoking the name of the Daimon and daimonion deity he worships — even if it is a In the CALL OF CTHULHU game, malev- Cthulhoid deity such as Azathoth, olent spirits — as well as most neutral and Cthulhu, Nyarlathotep, Hastur, or Nodens some seemingly benevolent ones — are (though the great danger of this would be actually members of an extradimensional in the possibility of actually summoning race of beings, vaguely similar in nature to one of these beings or its minions, which the lloigor (see the CALL OF CTHULHU must have a Theology skill of at least 80% would be worse than the spirit itself). This game rule book). These entities are far to be able to attempt an exorcism, unless invocation adds 1-20 additional percentage more ubiquitous, in fact, because they are they’ve learned the ritual as a spell. A points to the roll for success, depending not tied to certain areas as are the lloigor. qualified clergyman can also teach exor- on the strength of the invoker’s own belief They do tend to congregate by their own cism to a layman, but the layman must in that deity and (in the Cthulhu Mythos choice in certain locations — old houses, spend a total of 20 hours over a period of only) on the relative strength of the deity swamps, graveyards, etc. no more than a week learning this ritual called. Thus, a clergyman who invokes the These spirits are normally intangible and from the clergyman. If fewer than 20 name of his god in casting out a spirit (and invisible but are capable of manifesting hours are spent within a week, the learn- fully believes in the power of his deity) themselves on occasion as ugly, demonlike ing period must start again. At the end of could get up to an additional 20% added to beings. They are, in fact, more properly the period, the clergyman must make a his chance of casting out the spirit. known as daimon (pronounced DIE-moan) successful roll on his Theology/Philosophy Using the same example cited hereto- or daimonion (die-MOAN-ee-on) — Greek skill, and the layman must make a success- fore, the chance of success in the exorcism for devils or devil spirits. These are the ful Idea roll. If both succeed, the layman is then raised to 66%. It is up to the Keep- same words that were transliterated into knows enough to perform a single exor- er to determine the exact number of extra Latin as “daemon” and into English as cism, and gains a + 15% bonus to his points toward success that the invocation “demon!’ In Hebrew, they are called dyb- Theology/Philosophy skill. of a deity adds. He should make his deci- buka — disembodied spirits. They are the To perform an exorcism requires at least sion based on the Investigator’s past possessing devils and demons of theology an hour’s preparation on the part of the actions and statements about his religious and mythology. They have been known exorcist— lighting candles, meditating, beliefs, and thus determine the exorcist’s throughout history, but they have been praying, sprinkling holy water, or per- conviction in the power of the deity whose too quickly explained away by modern, forming some similar ritual. The exact name he has invoked. If there is any seri- “rational” science. Like the denizens of the procedure depends on the exorcist’s par- ous question as to the Investigator’s sincer- Cthulhu Mythos, the daimon exist just ticular religion, as the ritual primarily ity in invoking the name of a deity, the beyond the human plane of reality. On the serves to build his own belief to the point Keeper may simply determine the addi- other hand, unlike many Cthulhoid beings, where he has full confidence in his ability tional chance of success randomly by they are able to enter this dimension at to cast out the evil spirit. A clergyman or a rolling 1d20. will, making them in some ways even character taught by one must indulge in In the case of extremely powerful dei- more dangerous than Cthulhu’s cohorts. these theological trappings in order to ties, the mere invocations of their names Because they are invisible and intangible carry out his exorcism. A character who and the command to leave the possessed in our world (and because no mortal has has learned the process as a spell from a body may alone be enough to force the ever visited their world and returned to book has more freedom (depending on the possessing spirit to do so, even if the exor- tell of it), daimon have no physical charac- text), but he still must spend an hour cist is ignorant of the exorcism spell or teristics, per se, except DEX. They have preparing (“psyching himself up”). ritual. In such cases, no POW vs. POW roll varying amounts of INT and POW, depend- Once the time of preparation is over, the is necessary, but the chance of exorcising ing on their nature. The smaller daimoni- exorcist must then pit his POW against the spirit is equal to only half the normal on are rather stupid, easily outsmarted, that of the spirit or spirits; if there are percentage points that the deity’s name and of limited POW (human average). The more than one, he must cast each out usually adds to the chance of success. larger daimon, on the other hand, can be individually. If he is successful, the spirit Thus, if the Keeper determines that invok- wickedly intelligent, possessing great must leave as he commands. If not, the ing the name of Nodens normally adds amounts of POW — as much or more than spirit remains and probably manifests 18% to the exorcist’s chance of casting out lloigor, though they are unable to drain itself in some manner to mock or the a possessing spirit, the total chance of a Magic Points from surrounding humans as exorcist. If the first attempt at exorcism is character ignorant of the exorcism ritual the lloigor can. When daimon or daimoni- a failure, the exorcist may try again; he is only 9% with the invocation of the name on are in possession of a human (or an must then spend an additional hour in alone. Whether the exorcism succeeds or animal, which is also possible), they may preparation above the first for each extra not, there is the same chance on a second add that individual’s Magic-Point total to attempt at exorcising the same spirit (e.g., roll that Nodens himself shows up (or their own to use as they wish, as long as the third attempt requires three hours sends several nightgaunts) to show his they continue to possess him. preparation). displeasure at the unauthorized use of his Daimon and daimonion can cause teleki- There are various methods of increasing name. netic effects similar to those of lloigor, as the chance of casting out possessing spirits It might also be possible to cast out a explained in The Cthulhu Companion. 38 NOVEMBER 1988 There is, however, no variation in the in their abilities to affect humans. Except against possession by daimon or daimoni- amount of Magic Points required to create in cases of possession, daimon and daimo- on. Certain magical spells with nonphysi- a point of telekinetic STR, based on loca- nion cannot overtly affect mortals unless cal effects prove effective against these tion, as is true with the lloigor. Daimon one of the following conditions is met: spiritual entities as well, though physical and daimonion always create one telekine- 1. The spirits have been called up in a attacks affect only the hosts they possess. tic STR point for every Magic Point put seance. In the characteristics for daimon and into the effect. They can also cause physi- 2. The areas in which the spirits congre- daimonion that follow, no scores have cal damage to a character by “biting” him gate are invaded or disturbed. been given for STR, CON, or SIZ because psychically. They do this by first overcom- 3. A person has invited the spirits into of the nonmaterial nature of daimon and ing an Investigator in a Magic Point duel his life. This invitation can be made, con- daimonion. Should these characteristics (the points devoted to the duel are tempo- sciously or not, by engaging in moral become necessary, as may occur in the rarily expended). Then every additional depravity, overindulging in drink or drugs, case of a physical manifestation of a “devil Magic Point put into an attack does 1d6 living a cruel and evil life, or even by spirit," the Keeper is advised to use the physical bite damage to the target on a hit. delving too deeply into occult matters — same value as listed for POW or handle The chance of a successful hit equals the e.g., studying old grimoires or magical the spirits as described below. daimon’s DEX x 3. texts, playing with ouija boards or similar Once a daimon or daimonion is in pos- divining aids such as tarot cards, or allow- Daimon session of an individual, it can change the ing oneself to be hypnotized or mesmer- (Greater Independent Race) character’s SIZ, APP or voice by expending ized repeatedly (especially for such Magic Points (its own or the possessed purposes as discerning past lives, com- Characteristics Average individual’s) on a ratio of 1 Magic Point to muning with higher powers, and so on). INT 4d6+6 20 1 point of SIZ or APP changed. One Magic On the surface, it appears that most POW 5d6+6 23-24 Point is all that’s necessary to change the CALL OF CTHULHU game Investigators DEX 3d6 10-11 character’s voice. The initial change of fall into the category of having studied Hit points Special features or voice lasts for one hour unless magical texts (if they’ve read or seriously Move Special the daimon allows them to return to nor- examined any book of the Mythos). Oddly mal sooner. Thereafter, it costs only a enough, that is not the case. The exact Weapon Attk% Damage single Magic Point per hour to retain the reason for this is not known; perhaps it is Telekinetic DEX x 3 Variable* entire change. If the daimon decides to because the more powerful beings of the throw change the character’s features again Mythos keep the daimon away from Inves- Psychic bite DEX x 3 1d6/MP** without allowing them first to revert to tigators pursuing such studies by the Possession MP vs. MP Possession their original appearance, it costs only half beings’ own insidious influence. Whatever Dematerialize Special Special the normal Magic Points to effect another the reason, the mere reading of Mythos such change. books rarely opens one up for daimon * Depends on SIZ of object used. Daimon can also create ectoplasm from infestation or possession unless other * * Also MP vs. MP damage. a possessed character’s body (one Magic factors are involved. Point expended creating one SIZ point of Certain things that affect a person physi- ectoplasm). To do this, the possessing spirit cally also affect a spirit possessing that Daimonion must use the host’s Magic Points rather person. For example, if a possessed indi- (Lesser Independent Race) than its own. When ectoplasm has been vidual is knocked unconscious, the daimon formed, the daimon may shape it at will. is also unconscious and unable to act Characteristics Average Ectoplasm lasts for 10 minutes unless unless it leaves the host’s body. If it does INT 1 - 3d6 3-11 renewed with more Magic Points — this leave, it can repossess the body at will POW 2d6 + 6 13 time either the host’s or the daimon’s own. until the character awakens. If it has failed DEX 3d6 10-11 Once within a character’s body, the dai- to repossess the individual before he has mon can cause it to levitate or move awakened, the spirit must make another Hit points, Move, Weapon, Attk%, and around in any way it pleases; it only costs Magic-Point struggle to regain possession. Damage are all as per the daimon. 1 Magic Point per 5 SIZ points of pos- Additionally, certain drugs that deaden sessed character for the daimon to do so. parts of the possessed character’s brain Armor: In their natural, nonmaterial When a daimon or daimonion has pos- (where the spirit normally resides) inca- states, daimon and daimonion cannot be sessed a character, it can take total control pacitate the spirit as well. In such a state, affected by any physical weapon. When of that character’s thoughts, mind, actions, the spirit may defend itself against being one or more inhabit a host body, the host and feelings at will. Once the initial posses- exorcised but do nothing else. Naturally, can be affected normally, but only the sion has occurred (described in the section killing the individual hosting a daimon or death of the host affects the spirit and above), nothing else is required to hold daimonion gets rid of the spirit once and then only to drive it away. Enchanted and control the person, either intermit- for all — but the deceased will hardly be weapons damage these spirits normally tently or full-time. The invading spirit has able to appreciate it. but also damage their hosts. full access to that individuals knowledge, Some daimon and daimonion also seem skills, and abilities, and it can cast any to have aversions to certain holy items. Spells: A daimon or daimonion may spell that that person knows, whether the Holy water, crucifixes, and other religious know a number of spells equal to its INT. daimon knew it prior to possessing him or symbols occasionally seem to be proof not. If more than one daimonion is in against possession by a daimon and may SAN: In their normal states, daimon and possession of an individual, the one with even drive one away. Unfortunately, just daimonion are invisible; thus, no SAN loss the greatest POW is the dominant one, and as many of these spirits seem to be for Investigators is possible. Seeing the the others are able to manifest themselves immune to such protections. It is up to the various physical manifestations of one only when it so allows them. Usually no Keeper whether or not such measures are (similar to those of a poltergeist) costs 1d4 more than one daimon will be in posses- effective against any particular daimon. SAN points if a SAN roll is missed, or none sion of a single person, but it may share Note that certain protections, such as if the roll is successful. Being possessed by the individual with any number of daimo- Elder Signs or Starstones of Mnar, that are one of these spirits costs 1d8 SAN points nion over which it has command. wards against Cthulhoid entities are just as upon this realization if a SAN roll is In spite of their seemingly immense effective against daimon. As a result, their missed, or 1 point even if the roll is made. power, daimon and daimonion are limited employment is total proof A daimon or daimonion can temporarily

DRAGON 39 take on a physical form if it desires (such harm both possessors and hosts. which case no such struggle is required). an appearance is normally that of an extremely hideous, demonic being, occa- Move: Daimon and daimonion are not Detection: Unless a character possesses sionally wreathed in fire and brimstone) if bound by our laws of physics; therefore, psychic powers himself, the only way to it expends eight Magic Points, plus two they can teleport anywhere they wish detect the presence of a daimon or daimo- more for sounds and one for odor. Seeing around our planet (but not beyond the nion, either within an area or while pos- a daimon’s physical manifestation costs up Earth, for reasons that are not totally sessing another character, is to succeed in to 1d20 SAN points if a SAN roll is missed, clear, unless they are in possession of a a roll of POW x 1% upon first entering or 1d6 points even if it is made, as the, character who himself leaves Earth). They the area or encountering the possessed forms these spirits take are usually can also move through physical barriers as individual. If the roll is successful, the extremely frightening (though the Keeper though the barriers were not there. Investigator detects the presence of the may decide the entity takes on a less SAN- Strong magnetic fields or force fields seem spirit as a foul odor (it “stinks” spiritually). blasting appearance for reasons of its to slow them down, perhaps due to the Unless the Investigator has detected such own). Should an Investigator manage to nature of the dimension from which they spirits before and knows what the odor see a daimon in its own, original dimen- originate (which may in fact be why they indicates, he may then have to make an sion, the maximum SAN loss should be cannot leave this planet, with its strong Occult roll to realize what it is he’s actually applied regardless of the SAN roll. magnetic fields). Effectively, however, detecting. these spirits are as swift as thoughts and Hit points: If any magical spells that are nearly impossible to contain. Conclusion cause hit-point loss are used against one of It should be kept in mind that, in the these spirits, or if any attacks are made Dematerialize: Daimon and daimonion course of a CALL OF CTHULHU game against it with enchanted weapons, use appear to have the ability to dematerialize campaign, it is quite possible that many of the daimon’s or daimonion’s POW for its objects of various sizes. In actuality, these the so-called higher spiritual powers wor- hit points. If the spirit loses all its POW to spirits do this by telekinetically seizing the shiped by various occult and spiritualist damage, it has been destroyed. If a spirit’s objects they wish to dematerialize, then societies are actually very ancient, Magic-Point total falls to zero, it also dis- teleporting themselves and the objects to extremely wise, and cruelly cunning dai- perses (at least temporarily), losing its other locations, where they can leave the mon, deceiving their followers for their possession of a host. If the host’s Magic objects and return instantly. Several of the own malevolent purposes. What purposes Point or POW totals fall to zero, the host entities can work together’ to teleport any lie behind such deceptions, if they come dies, and the spirit is immediately cast object too big for only one of them. To up in play, are left to the Keeper’s discre- loose. There is a 50% chance that any such thus “dematerialize” a living being in this tion and for the Investigators ability of magical anti-POW attacks against a pos- manner, a daimon must win a Magic-Point discovery as they navigate the dark waters sessing daimon affects the possessed host struggle with its victim (unless the victim of the occult. instead of the spirit. Enchanted weapons is an individual the spirit possesses, in

40 NOVEMBER 1988

not aware that decapitation cannot slay a moves on to another, not attacking anyone golem ( DMG, page 166) may think that the but a character it grabs. Drowning rules golem has been destroyed. Of course, a would apply. The water might also be real decapitated iron golem whose head poisoned or contaminated in some man- I t’s an old pastime by now. still breathes poison gas is an interesting ner. Flesh golems would decay and iron The player characters enter a idea; the body and head could work golems would rust, so clay and stone dungeon room, see something together to destroy intruders from two golems would work best. that is obviously a golem, and directions. 20. Given the golem-in-the-pool pull out their swords. Gamers 8. The golem is placed lying down, described above, the golem’s head might who have been playing for 10 recessed in a cave floor with its frontal appear to be a flat stone pedestal which years know the rules; they know body covered with stalagmite- or rock- characters could use as a stepping stone, where most of the traps are and shaped formations. perhaps in the middle of the body of they’ve probably killed most of 9. The golem is covered with a thin water. the monsters in the Monster sheet of gold or silver to give it the appear- 21. The golem’s back is rectangular, flat, Manual II index. Well, with a little ance of a valuable statue. and smooth. When the golem sits with its cleverness, the DM can still out- 10. A golem resembling a large cherub back facing an oncoming party, it looks smart them. Adventures would stands in a dancing pose in the center of a like a large stone block — perhaps a door. take on a fascinating twist if fountain. 22. The golem waits underneath a secret many golems were disguised or 11. Two golems stand on either side of a trapdoor in the floor. If the trapdoor camouflaged. I’ve listed some doorway, resembling huge caryatid opens, the victim drops in with the golem. possible suggestions to use for columns (but much more dangerous). Combined with one of these other ideas, keeping golems from looking like 12. The golem is placed among many this could be a deadly combination attack. golems. Most of these refer only normal statues, all of which have Nystul’s 23. The golem has permanent darkness to stone golems, but some may be magic aura cast upon them. 15’ radius spell cast around it. The golem used for other types. Note that if 13. The golem resembles a wise old sage might not suffer penalties to hit victims if the golem is supposed to be mis- studying a book (but the book might be an enchanted to detect prey in some manner taken for something else, it must integral part of the golem’s arm). Dressing other than by sight. have a way of cleaning up old up flesh golems can be amusing. 24. The golem’s body is pockmarked victims. Victims are surprised by 14. A flesh golem could be made to with holes which contain soil in which disguised golems on a 1-4 on a resemble a humanoid being of a similar seeds were planted. The golem should 1d6 roll. More than one golem size, such as a powerful gnoll, bugbear, appear to be one large decorative plant may be used in each case, if the small ogre, and so forth. Aside from using holder, green from head to toe with vines. DM is especially nasty. its fists (perhaps a large ogrillon is a good If carnivorous plants are used, watch out! disguise), the golem could also wear armor 25. The golem might hold two huge and use simple protective devices. torches as if he were an elaborate sconce. 15. A golem could have a special perch The torches might themselves be useable 1. The golem is completely recessed into over a room’s entrance, from which it as weapons. the wall, completely unnoticeable because jumps onto any characters passing under- 26. The golem’s midsection is hollow, the golem’s flat front matches the texture neath. Damage varies but would be with many pockets and perches for birds of the wall. extreme (10-60 hp for a stone golem, or to roost. The golem should resemble some- 2. The golem is recessed into the wall as 10-100 hp for an iron golem). The distance thing cute, like a demented mage’s idea of part of a bas-relief. It may complete a fallen should not be too great to avoid a birdhouse. scene (e.g., “You see a wall which depicts a smashing the golem or having it bury its 27. The golem has a permanent invisibili- battle scene among men and devils. One feet in the ground. ty spell cast on it, so that it can attack particularly large man killing devils seems 16. The golem is hidden behind a secret without being seen. to dominate the picture."). door. When characters pass through the 28. The golem has an animal-shaped 3. The golem is seated in a large stone door, they step on a pressure plate; one head and corresponding animal-like hands. chair (like a statue) and wears a valuable round later, the golem pursues them from Clawed hands could do extra or unusual amulet, holds a staff, etc. If anyone touch- behind. This golem could have its feet sorts of damage, and an advanced golem es the golem’s possession, the golem is wrapped in a soft material that would design might even bite. activated. The held item may also work to absorb the sound of its footsteps, or else 29. Consider variations on the given the golem’s advantage in some way. be enchanted to move silently. types of golems, like a stone golem that 4. The golem is kneeling down with its 17. The golem resembles an embar- can throw flesh to stone spells, or a dehy- hands placed in such a way that one could rassed naked giant trying to cover itself drated flesh golem, such as the one in area climb its hands like stairs. The golem’s with its hands. If encountered in a silly 17 of “The Ruins of Andril," from eyes are gems. Activation of the golem dungeon, this disguise might prove very DRAGON® issue #81. What about a occurs when the gems are touched — or effective. Other silly but deadly appear- halfling-size flesh golem with reduced else when some other set of circumstances ances could include huge pink apes, powers? occurs that the PCs do not expect. clowns, etc. 30. Cover the golem with an illusion that 5. The golem is recessed in the floor and 18. Imagine a huge room full of golems, makes it seem to be something else. activates when someone steps on it. The or else just one golem and a bunch of entire front portion of the golem’s body is statues, shaped as chess pieces. They flat and smooth like the floor. would attack when the adventurers These examples should work well on 6. The golem is concealed under thou- moved onto a certain position. most everyone. If you’re playing with sands of loose coins. Its activation occurs 19. The golem is hidden underwater in a people who have read this article or who when the coins are disturbed. After slay- river channel or a deep pool which fills up were not tricked by these disguises, try to ing the intruders, the golem covers itself the entire room. When a character passes think up new ways to fool them. No one back up. over it, the golem pulls him underwater can be so careful as to check every square 7. The golem is created without a head with one arm (only a roll to hit being foot of ground in front of him. If you and is laid on the ground. A phony golem required) and attack with the other arm. know anyone who is, put the golem on the head lies beside it. Adventurers who are After that character is dead, the golem ceiling! DRAGON 43

avaris lifted his aching body from the depths of an enormous chair, unwrap- ping himself from blankets of dark fur. The Visitor His bony fingers wound around the cane of oaken wood at his side. Lean- ing on the cane heavily, he felt the stiffness in his limbs that no cleric could cure and no magic could hide from him. Even the spells of some younger magician wouldn’t help, had there been any young magicians left to remember words he’d long ago forgotten. The silver droplets of the moon’s light sparkled through the only open window in the room. Spilling across the black stone floor, they gave Davaris the impression of a dagger piercing through the heart of the tower. Running a hand over sparse, white hair, he looked out into the night sky over York Village. At least it had been York Village at one time. In the passing centuries its name by Llynne Moore had changed. Now, New Something-or-other lay outside the castle. Again he looked at the outline of moonlight. “And so the remind me of my impending death.” He croaked out the words, an elvish lisp in his decaying voice. Turning with a rustle of black robes, his stooped form eclipsed the window briefly and stopped before an oaken door. Short breaths rattled in his lungs and his every mus- cle ached. He sensed the spirits in the darkness, the undead guardians of the keep. Many were gathered about him: some perhaps craving his flesh and waiting for him to surrender to death, and some perhaps looking at him with pity, as they had once watched Nicairius with pity. Nicairius, his teacher, the late revered master of the black- er arts. Davaris was the only Black Robe left alive, there- fore, the Castle of Bloodstone was rightfully his. But in truth, the castle always had and always would belong to the master, Nicairius. His soul was in every stone, his blood in every fire that burned within the castle’s walls. His very life had been captured by this tower, where a thousand years ago he was consumed into the chaos of a most powerful magic spell. Of course, he had never since returned or been found. Davaris shook his head clear of the memories and images still giving him nightmares today. Instead, he tried to bring to mind a spell. It would carry him on the wings of magic to any place he chose; he wanted merely to go upstairs. In the last fifty years, the study around him had become his whole world. To leave it he had to cast a spell or walk, and he could no more walk a hundred stairs then he could go ten paces in a straight line without difficulty. As he huffed out a string of dry coughs, Davaris remem- bered the spell words and whisked himself away.

Before him was a door, not at all unlike the one leading out of his study. This door was on an enchanted landing, however, and the landing extended over darkness. There were many such landings, constructed to guard the cham- bers and their valuables beyond. The blackness below had no end, none that he knew. If the fear of falling overtook the mind, as it often did those who were unprepared, one would stumble, and — Davaris opened the door, making the hinges scream and stirring up a cloud of dust. He coughed, then glided into the long-forgotten room. Illustrations by Paul Jaquays DRAGON 47 Shelves nestled in the shadows, filled with objects as old bones. There were tiny lines of white running through many as the twinkling stars outside, a coat of dust their its black marble, and he began tracing over these with his testament to existence. The wailing hinges had sent a fingers. First following one path, then another, a different ripple of life through the air, and in the instant he entered, finger on yet another. Many decades had passed since the room burst with a display of magic. Each bottle, each he’d last sat there. Even in the days when hundreds pendant, each nondescript piece was glowing with its own flocked to the castle, this entry hall was rarely used. And light, longing to be touched. But Davaris, their user, their there was one reason why. creator, was intent on one object only. The huge, magically sealed door opposite Davaris led Resting on a delicate silver stand, an orb of crystal held out into a deadly garden. Foliage and creatures of all types his attention. It was an object he rarely dared to touch, — alive, dead, and undead — surrounded the castle, had one that hungered for his soul. The rainbow lights shrank guarded its existence through every , against every back as he hobbled to the end of the room with an out- intruder. Nothing living or dead passed the bewitched stretched, gnarled hand. grounds without a powerful charm, an even more power- Even in the dim torchlight filtering from the doorway, ful will, and perhaps a god or two for luck. Yet, the crystal he could see the hairline cracks on the orb’s surface, its had shown a visitor passing, a hideous monster that would shattered center. Davaris had created the orb long ago, survive to face Davaris at the door. and in its making the magic had gone awry, shattering its He did not sigh, though the air seemed to project with heart, altering its originally simple purpose. Its use would all its substance that he would. He did not, leaving the air now drive a lesser mage insane . . . or an old, senile one, to wait expectantly. Tension almost burst stones from their but Davaris chose to overlook that. Cradled in purple mortars as Davaris sat deciding his strategy. What would satin and silver fingers, it was now an object that revealed he say? What spells could he remember? What magic to his eyes, occasionally, the deepest enchantments. should he work? Reaching his hand out farther, trying to still the minute Magic. Davaris rolled the word around in his mind. quivers of age and excitement, he felt the cool surface How people had grown to detest the word he worshiped. beneath his fingertips. With piercing suddenness he recalled the last time he’d There won’t be much to see, Davaris reasoned, though walked the city streets. He was laughed at, asked to do he could not explain the feeling in his bones that had some card tricks. “Pull a silver piece out of my ear!” pulled him there. He thought to himself, deep magic now- Streetside performers did “magic” with scarves and half- adays meant an ogre swallowing a lucky penny. naked females. Whispering voices did not even murmur Without uttering a sound, he concentrated and waited with reverence, in the darkest dark of the latest late, when in a long silence. Soon, an image began to form in the orb magic was mentioned. Well, what did people know? as he felt the forces pulling at him. Another eye would Humans, elves, dwarves, . . . it was the inter- have been captured in confusion and driven mad; Davaris breeding, Davaris decided. An elf wasn’t an elf anymore, was able this time to see and understand. His lips began nor an ogre an ogre. No wonder the world was a mess. to tremble as he watched. He slowly shook his head from Davaris had more important things to think about. He side to side. However, his features sagged in acceptance of would protect the honor of the castle, its towers, even if it an unavoidable truth. Uttering strange words that only his meant his death. And his death would have been easier to heart might recognize, he turned away and left the crystal face, walking up the unwalked steps, ignoring around it ball as cold and lifeless as he had found it. the most fearsome place on the face of any world. His The magical forces inhabiting the room eagerly ques- death could pound at the door, and he would gladly tioned dark-robed Davaris. The things — the inanimate answer it before he would face the creature. The monster things of the shelves — did not actually move or speak; he wouldn’t let him die; it would inflict its horrible tortures. felt their questions in his being. Then he heard the whis- Davaris knew well. It had come once before, a mere three pers of the spirit-guardians lick his pointed ears. In a years ago. He stared intensely at the rune-etched door. strained voice he spoke the answer given to him by the This time. . . This time, he vowed, he’d turn it away. spirits. He ceased tracing the white lines and sat. He just sat, “A visitor comes.” arms extended over the armrests, body slouched against He left the room, dust clinging to his robes as they the black of velvet cushions. Unmoving, he brushed the floor. With all his strength, he pulled the door stared continually at the sturdy door. The one and only shut and disappeared. heartbeat in the halls — his own — stilled and almost forgotten. The walls let go of him, and his mind went Davaris, the apprentice of Nicairius; Davaris, head of deep within himself. Still, he was acutely aware of every the order of the dark arts; Davaris, master of the Castle of nerve in his body, every rune and glyph on the door. Bloodstone in New Something-or-other, the last of the Suddenly, though there was no sound to stir him so, ancient users of true magic — Davaris sat quietly and every thin muscle went rigid, every aching tendon went alone in a huge, black throne. The high ceiling of the tight, and he straightened. The pillars, the alcoves, the great room stretched out before him, supported by black ceiling — all seemed to sway, startled by his movement. pillars. Each pillar guarded an alcove, sentinels of the Then the room seemed to lean, as Davaris leaned, expec- many staircases spiraling away. A glow filled the room, tantly. He became aware of his heartbeat again. lighting from some unseen source. Reminders of just how weakly it beat ran crazily in his The high-backed chair was cold and hard, stinging his head; he tried to push them aside and ran a hand over his

48 NOVEMBER 1988 balding scalp. The other hand, thick, purplish veins ach quivered. He stopped and placed a hand on the knob. almost bursting from the skin, held the oak cane tightly. The knocking came again. This time he did not flinch Within a few long seconds, heavy knocking echoed but released the wards placed on the door and clenched through the chamber. Davaris had expected this, but he the doorknob tighter. Sweat trickled down from his pate, started as if in pain when the loud sound broke the dripped from his brow. silence. The light in the room continued to glow. In one swift motion, he threw the door wide, ignoring Open the door from here with magic, giving myself the throb and pain of the tissues in his body. Agony and time, giving myself room? he wondered. Leave the throne aversion washed over him all at once as a squat, green and meet it standing? Open the door myself and surprise leered up at him. No, not again! He felt his will it? He arose from his seat and went forward, leaning on crumble, exhaustion creeping over him. The loathsome his cane. creature waved a box-shaped talisman in his face. He stopped halfway, as much from pain as from strate- “Buy some cookies, mister?” the young girl asked. gic consideration. No, he reasoned, I’ll meet it at the Davaris cringed. Voice shaking, he submitted to her door. It may be harder to drive out once inside the door- vivid temptations. “Ten boxes of vanilla,” he moaned and way. The mage went on, seeming calm though his stom- shelled out the gold pieces.

(Continued from page 3) Olympic heavyweight champion) airline stewardess, Vesna Vulovic, plane’s tail section. Both of these was able to lift 6,270 lbs in a back who was mentioned previously. people suffered severe injuries, but lift in 1957. He was also able to Surviving a six-mile fall after your a crewman who jumped from a bench press 627 lbs., squat lift 1,200 plane blows up is not in itself coura- burning RAF Lancaster bomber over lbs., and dead lift 820 lbs. It is worth geous, nor is spending over a year in Germany in 1944 survived a fall of noting that a 100-lb. chimpanzee the hospital after having broken 18,000’ — and walked away without once made a two-handed dead lift of almost every bone you have. Ms. a single broken bone. His fall was 600 lbs. Vulovic simply went back to work cushioned by a fir tree and snowy Heroism: While there are innu- for her airline after her recovery — ground. merable instances of heroism in the and, though she was no longer Remarkable thieves: Fantasy foot- world today, the case of Raoul Wal- allowed to be a stewardess, she pads must compete with the man lenberg is worthy of mention. A continued to fly. who, in 1966, used an axe to cut the Swedish diplomat assigned to Buda- Which is stranger: reality or fanta- mooring lines on a 10,638-ton ship pest during World War II, Raoul sy? I know which one I’d choose. that was banned from leaving the Wallenberg managed to save about harbor at Wolfe’s Cover, Quebec, 90,000 Hungarian Jews from depor- (Thanks to Sheila Goldsmith of the due to a strike on the water- tation to concentration camps. He editorial offices of the Guinness front. The ship drifted until it met a escaped assassination by the Nazis Book of World Records for her blacked-out tugboat that completed but was imprisoned by the Soviets assistance in obtaining information its escape. Then, too, no dragon’s after the war; he apparently died in on some of the entries herein.) hoard ever matched the riches a Moscow prison in 1947. (Virtue gained from the robbery of the must indeed be its own reward.) Reichsbank by American and Ger- Courage: Though it would be man personnel after the fall of the difficult at best to put any sort of a Nazi government in 1945. According measurement on the limits of brav- to one source, the enterprising ery, one possible nominee in this thieves made off with the equivalent category concerns the Yugoslavian of about $3,000,000,000. Incredible combat odds: During the American Civil war, a 19-year- old Confederate captain and 43 men, armed only with rifles and six small cannon, drove off an entire Union fleet that attempted to land an inva- sion force of 15,000 men. Richard W. Dowling and his men sank one gunboat, captured two others after putting them out of action, and took 400 prisoners as well — without losing a single man from their own outfit. Great physical strength: Even a casual thumbing through a list of world weight-lifting records is inter- esting in comparison with Conan- like fantasy barbarians. For example, Paul Anderson (the 1956

DRAGON 49 by Richard Hernandez creature once per day. 3. Ability to regain from 10-60% of all hit points in damage sustained upon resump- tion of each animal form. 4. Empathy with plants. Poisons The New, Druids have a special link with nature, enabling them to identify plants by their mystical and chemical properties. This allows druids to brew natural poisons (see Table 1). This art is well-guarded, and little of it is known to nondruids. Druid poisons Improved and antidotes are made by using the herbs and plants in common woodland sur- roundings. The formula for the time it takes to brew the poisons is as follows: 24 - (druid’s level) + [(poison level)/2] = Number of hours required to brew one Druid vial of poison. The druid may choose to make the poi- son fast-acting (immediate) or slow-acting (up to six hours delay). The druid’s player must state this to his DM before brewing begins. The brewing doesn’t have to be Additional abilities for the sylvan sect continuous work; it need only be equal to the number of hours calculated by the formula. For the sake of reference, one vial of poison is enough to coat six arrow- In the AD&D® game, the druid PC class Druidic abilities heads, four shuriken, eight darts, twelve has not always been taken seriously. The In connection with the druid’s worship needles, or one dagger or spear point. Two advent of the expanded druidic experience of nature, innate powers are gained at vials will coat twice as many small weap- table and improved powers in Unearthed higher levels. At 3rd level, a druid gains ons or one short-sword blade. Three vials Arcana has helped dispel this attitude the following abilities: will coat a long-sword, scimitar, or broad- among players. It is hoped that this article 1. Ability to converse in the common sword blade. Four will coat a bastard- will improve the class’s standing still fur- tongue of all neutrally aligned woodland sword blade, and five will coat a ther, as this material expands the abilities creatures. two-handed-sword blade. Each coating of and skills of this class. 2. Ability to identify plant types. poison on a blade or weapon lasts for two It is known that the druid may not use 3. Ability to identify animal types. successful hits on a target. The maximum metallic armor or shields; the only excep- 4. Ability to identify pure water and to coats allowable is five. When swallowed, tion to this rule is elven chain mail, as locate pure water within 1 mile + 1 mile/ one vial equals one dose. elves have lived in peace and harmony level of the druid above 3rd level. Damage from slow-acting druid poison is with nature for thousands of years — long 5. Power to pass through overgrown taken as follows. Half the total poison enough to be able to craft metal in such a areas without loss of movement and with- damage is initial (shock); the character way as not to spoil the druid’s special out trace of passage. poisoned takes damage immediately. magic. All other crafted metals for armor 6. Ability to brew poisons from natural Remaining damage occurs gradually, doing negate the druid’s innate and spell-using woodland materials. The druid also gains the poison’s minimum damage amount per abilities. the knowledge to create antidotes for his round. This damage is taken until the Only a limited number of high-level poisons and gains an immunity to each accumulated damage equals the number druids live in every druidic region. In each level of poison that he may brew, given a originally rolled on the damage dice. For woodland keep dwell no more than nine familiar use of herbs and other compo- example, strength E poison that does 6d6 12th-level druids, each of which is the nents of the poisons. hp damage is used on an arrow. The user leader of a body of 3-30 druids of 3rd to At 5th level, the following powers are rolls 26 hp damage. The victim takes 8th level, and an entourage of underlings gained: arrow damage plus 13 hp poison damage of 1st and 2nd level. No more than three 1. Immunity to charm and sleep spells, the initial round. Unless the poison is 13th-level Archdruids are found at each and similar magical effects from woodland cured or slowed, the victim takes 6 hp druid keep. At 13th level, the druid gains creatures. damage per round until death or until the 1-8 10th-level druids. Only one 14th-level 2. Ability to shape change at will into total damage rolled is reached. Great Druid stays in any given druid keep, one chosen form of woodland creature. At If a saving throw is made against poison and he attracts an additional 10-200 hit 5th level, the druid may shape change into of strength AA through J, the victim takes dice of animals to do his bidding. These one type of bird, reptile, or mammal asso- half the rolled damage, accumulating animals can be replaced by others if slain. ciated with the wilderness; this creature further damage at the normal rate. A Each druid keep is visited by an emis- must be of the druids weight or less. The successful save vs. X or XX poison causes sary of the 15th-level Grand Druid once druid hereafter gains the ability to choose the victim to take damage equal to half of each year. This emissary is usually an one new form every two levels, with the his original (fully healed and rested) hit Archdruid who serves directly under the ability to add 500 lbs. of mass to each new points. A save vs. sleep poison acts as a Grand Druid. In this position, the emissary form. For example, at 7th level, a druid slow spell for three rounds, but creatures examines the lands under the keep’s pro- may have two shapes — one his weight or immune to sleep (such as undead) are not tection and receives a detailed annual less, the other up to approximately 700 affected. report from the keep’s Great Druid. The lbs. Archdruids may use each form two Poison may be applied only to non- Archdruid emissary may also take action times a day instead of just once. At 14th magical iron or weapons, including against woodland offenders, wielding the level, the Great Druid may assume an nonmagical alloys of metal that are iron- will of the Grand Druid. additional (third) form of any woodland based, well made, and have an advantage 50 NOVEMBER 1988 not associates with magic (i.e., weapons of quality.) Silver will not hold poison beyond a single use. The process for treating metal with poison gives a dark discolor- ation to the blade; any character seeing and recognizing this discoloration reacts vehemently to the use of poison. Poison is outlawed in most areas, and only thieves and assassins use it regularly. Lawful-good characters act with rage and may attack the user or turn him in to authorities; chaotic-evil characters may threaten the PC if he doesn't share the poison.

Table 1 Druid Poison Chart

Level of Poison Poison Poison strengths druid level type (maximum possible damage) 3rd 0 AA 6 hp (1d4, 1d6, etc.) 4th 1 A 12 hp (2d6, 1d12, etc.) 5th 2B18 hp (2d8, 3d6, etc.) 6th 3 C 24 hp (2d10, 2d12, etc.) 7th 4 D 30 hp (3d10, etc.) 8th 5 E 36 hp (9d4, etc.) 9th 6 F 42 hp (4d10, etc.) 10th 7 G1 48 hp (4d12, etc.) 11th 8 H 54 hp (5d10, etc.) 12th 9 I 60 hp (10d6, etc.) 13th 10 J 66 hp (3d20, etc.) 14th 11 X 1d6 hp/round until dead 15th-16th2 lla Xa Same as X + 1 hp/die 17th-18th3 11b Xb Same as X + 2 hp/die 19th-22nd4 12 x x Instant death5 23rd6 13 Z Catatonic poison7

1 Sleep poison is also made at this level. A successful saving throw results in being slowed for 3 rounds; failure results in sleeping for 1d10 rounds. 2 Brewing time is halved; 1s rolled on damage dice are rerolled. 3 Any 1s or 2s rolled on damage dice are rerolled. 4 Any 1s, 2s, or 3s rolled on damage dice are rerolled. 5 A successful saving throw results in a loss of one-half the victim’s full hit points. 6 Brewing time is quartered, and poison damage is doubled. 7 A successful saving throw results in paralysis for 1d6 turns; a failed saving throw results in a catatonic state for 1d6 days.

Antidotes Antidotes are always ingested and come in strengths AA through X. These anti- dotes deliver a set number of hit points of poison protection per dose. Strength AA antidote neutralizes 3 hp poison damage, strength A neutralizes 6 hp, strength B neutralizes 9 hp, strength C neutral- izes 12 hp, and so forth, up to 33 hp for strength J antidote. Strength G antidote not only neutralizes sleep poison but gives a +3 or saving throws vs. sleep- based attacks for the next four turns. The effects of sleep poison can also be negated by drinking a type C or greater antidote. Type X antidote acts as a neutralize poison spell. Antidotes may act before or after poisoning occurs. The strength of the antidote taken is subtracted from the number rolled for Table 2 poison damage. If the resulting number is Druid Spell Levels zero or less, the victim suffers no ill effects. The effects of an antidote last for four rounds after consumption. For exam- 1st level 2nd level 3rd level 1 1 1 ple, a victim is struck by a sword coated Endure heat/cold Dust devil Continual light 1 1 1 with strength C poison, which does 5-30 Magic stone Detect life Create food & water 1 1 1 hp damage; 15 hp damage is the result. Resist cold Messenger walk 2 1 1 The victim is given a Type A antidote the Affect normal fires Resist fire Meld into stone 2 1 1 next round and ends up taking 5 hp actual Mount Snake charm Water walk 2 2 poison damage (10 hp were neutralized). Find woodland Preserve Wind wall 3 2 Two rounds later, the same victim is struck familiar Cloudburst 3 again for 25 hp damage but ends up taking Animate dead animals only 15 hp as the antidote is still active. This protection lasts for four rounds; any 4th level 5th level 6th level damage taken before or after this period is Giant insect1 Air walk1 Conjure animals1 sustained in full. Lower water1 Rainbow1 Find the path1 Druids seldom use poisons outside their Spike stones1 Lightning strike3 Part water1 forests (they could wind up in trouble Raise dead animal3 Stone tell1 with any number of law agencies, assas- Word of recall1 sins’ or thieves’ guilds, or even a high-level Transmute water alchemist or ). Druids never sell to dust2 these poisons to anyone other than other druids. In dire need, a druid may find it 7th Level necessary to coat a blade with such a Wind walk1 substance in order to guarantee the sur- Heal1 vival of the party, but he will be wary of Aerial servant2 his use of this material. Calm earth3

New druidic spells Table 2 shows some new spells that may 1 2 3 be added to the druid‘s repertoire at the Clerical spell Magic-user spell New spell DM’s discretion. Many of these spells are variations of magic-user or clerical spells, although a few of them are strictly for use tures per level obtained, cumulative. The days). The raised creature will have its full by druids and are given here. material component for this spell is a fine hit points returned, has no need for rest, powder made of earth from a forest floor, and is not required to make a saving Find Woodland Familiar (Conjuration/ mistletoe, and powdered bone sprinkled throw. The reverse of this spell, slay living Summoning) into the air. animals, allows the victim a saving throw; Level: 1 Components: V,S,M if successful, damage sustained by the AE: As per range CT: 1-20 hrs. Lightning Strike (Evocation) victim is 3-17 hp. Druids never use this Duration: Special ST: Negative Level: 5 Components: V,S,M spell to slay neutral animals and usually do Range: 1-mile radius/level Range: 4" + 1“/lvl. CT: 3 segments not use this spell’s reverse except in life- Duration: Instant. ST: ½ threatening circumstances. The material Explanation/Description: This spell is AE: Special component of this spell is an herbal paste the same as the first-level magic-user spell, made of mistletoe, holly, tree sap, and a find familiar, except with respect to spell Explanation/Description: This spell is drop of the druid’s blood, which is rubbed components. In the brazier, the druid the same as the third-level magic-user on the body of the spell’s recipient. In the must add three leaves of mistletoe. Tables spell, lightning , except for the materi- case of the reversed spell, the druid rubs 3 and 4 should be used in determining the al components: a piece of tree bark recent- the paste on his own hands. result of the druid’s summoning. ly struck by lightning, a handful of sand, and three leaves of mistletoe. Calm Earth (Alteration) Animate Dead Animals (Necromantic) Level: 7 Components: V,S,M Level: 3 Components: V,S,M Raise Dead Animals (Necromantic) Range: 12" + 1"/lvl. CT: 3 segments Range: ½” CT: 1 round Reversible Duration: Perm. ST: None Duration: Perm. ST: None Level: 5 Components: V,S,M AE: Sphere of radius = 12” + 1“/level AE: Special Range: Touch CT: 1 round Duration: Perm. ST: None Explanation/Description: This spell Explanation/Description: This spell AE: 1 animal negates the seventh-level clerical spell creates skeletons and zombies from the earthquake and instantaneously stops all bones or remains of dead animals. The Explanation/Description: When a druid natural earthquakes, tremors, vulcanism, effect causes the remains to become ani- casts a raise dead animal spell, he may and such within the area of effect. The mated and to obey the commands of the restore life to mammals without souls material component for this spell is a piece caster. Animated creatures of more than (meaning all mammals except those that of mistletoe within a lump of clay. 1 HD lose 1 HD due to deterioration. Ani- assumed their mammal form by being mals of 1 HD or less merely lose half their reincarnated). The druid may restore life normal hit-point totals, with 1 hp as a to mammals not more than one day dead lower limit. This spell animates the crea- per level of the druid casting the spell tures until they are destroyed or dispelled. (e.g., a 9th-level druid could raise an ani- The druid is able to animate 2 HD of crea- mal that had been dead for up to nine

52 NOVEMBER 1988 Table 3 Druidic Familiars

Roll on 1d20 Familiar Sensory powers 1-4 Fox 60’ night vision and superior hearing 5-6 Hawk Highly superior distance vision 7-8 Raven Excellent vision 9-10 Rabbit 40’ night vision and superior sense of smell 11-12 Weasel Superior hearing and sense of smell 13-14 Toad Wide-angle vision 15-16 Wild cat 40’ night vision and excellent hearing 17-18 Special (see Table 4) 19-20 No familiar in woodland area

Table 4 Special Druidic Familiars

Roll on 1d4 Familiar Powers gained 1 Elven cat Druid may move silently (50% chance); surprised only on a roll of 1 (on 1d12) 2 Pseudo-dragon Night vision (60%) and infravision; + 10% to hide in natural terrain 3 Invisibility once per day as spell; 25% magic resistance 4 Leprechaun Invisibility once per day as spell; 30% magic resistance

DRAGON 53 GAZ9 D&D® Gazetteer by Kim Eastland and Deborah Christian Want to get rich without going into a dungeon? Voyage to the lands of the Minrothad Guilds, the merchant princes of the Known World, in this 96-page Gazetteer. A full-color map and complete details on this seafaring society are provided. Suggested Retail Price: $8.95/£5.95 Product No.: 9236

NEW PRODUCTS FOR OCTOBER The Midnight Avenger Kara-Tur: The Eastern Realms AGENT 13™2 graphic novel AD&D® FORGOTTEN REALMS™ AD&D® Dungeon Master’s Design Kit by Flint Dille accessory AD&D® game accessory In the 1930s, only one man stands between by David “Zeb” Cook, et. al. by Harold Johnson and freedom and the evil Brotherhood’s plans for East meets West as the major campaign lands No matter how good you are as a Dungeon world domination — Agent 13, the Midnight of the FORGOTTEN REALMS™ setting and Master, this will make you even better! The Avenger! This 64-page, full-color graphic novel Oriental Adventures link in this boxed set. Four AD&D® Dungeon Master’s Design Kit takes you captures the best of the pulp thrillers in a slickly full-color maps and two 96-page booklets are through every phase of adventure design, scripted, superbly illustrated tale of intrigue. included, with all you need to set up a major providing you with advice and basic DM’s aids. Suggested Retail Price: $7.95/£5.50 new campaign system. You also get blank design forms, new monster Product No.: 8431 Suggested Retail Price: $15.00/£9.95 and dungeon graphics, and guidelines for creat- Product No.: 1032 ing modules in three 32-page books. Bimbos of the Death Sun Suggested Retail Price: $8.95/£6.95 TSR™ Books novel The ® Saga: Book Three Product No.: 9234 by Sharyn McCrumb TSR® graphic novel Murder most foul — at a fantasy/science- Script by ; illustrated by MU2 Gamer’s Handbook of the Marvel fiction convention! Reprinted by popular Tom Yeates Universe #2 demand, TSR presents the winner of the 1988 The DRAGONLANCE® saga returns! This 80- MARVEL SUPER HEROES® 1 game Edgar Allan Poe Award for Best Original Paper- page full-color graphic novel recounts the accessory back Mystery, presented by the Mystery Writers adventures of the Heroes of the Lance as they by David Martin, Chris Mortika, and of America. Read the most unique murder battle forces that threaten to overwhelm Krynn. Scott Bennie mystery ever written, in which a game master This book carries the heroes through the first Run out of super heroes and super villains for turns detective to solve a quirky crime! part of Dragons of Winter Night. your ®1 campaign? Here are the Suggested Retail Price: $3.95/£1.95 Suggested Retail Price: $9.95/£6.95 best of the best (and the worst of them, too), in Product No.: 8721 Product No.: 8432 this second of four Gamer’s Handbooks for the MARVEL SUPER HEROES®1 game. Everyone from E to M is covered in this 256-page, loose- NEW PRODUCTS FOR NOVEMBER FORGOTTEN REALMS™ novel leaf volume, each sheet punched for three-ring by and binders. Full-color illustrations and up-to-date MU3 Gamer’s Handbook of the Marvel , a sword-wielder of the Realms, awakens information are found with every character! Universe #3 in a tavern with a mystic tatoo on her sword Suggested Retail Price: $13.95/£8.95 MARVEL SUPER HEROES® 1 game arm. As the power and menace of the blue Product No.: 6881 accessory glyphs grows, she gathers a strange assortment by David Martin, Chris Mortika, and of allies and sets off in search of the one who DRAGONLANCE® Legends Scott Bennie has bound her destiny. Trade paperback collector’s edition Not even the files of the ™1 have as Suggested Retail Price: $3.95/£2.50 by and many superheroes and supercriminals as the Product No.: 8414 The three novels of the best-selling third Gamer’s Handbook for the MARVEL DRAGONLANCE® Legends trilogy (Time of the SUPER HEROES®1 game has. Everyone from M SNIPER!™: BUG HUNTER game Twins, War of the Twins, and Test of the Twins) to R is covered in this 256-page, loose-leaf vol- SNIPER!™ game series are now reproduced in their entirety in this ume, each sheet punched for three-ring binders. by 928-page paperbound volume. Full-color illustrations and up-to-date informa- No problem in alien relations is too gross, Suggested Retail Price: $9.95/£5.95 tion are found with every character! slimy, and revolting that it cannot be solved by Product No.: 8327 Suggested Retail Price: $13.95/£8.95 automatic flechette fire and high-explosive Product No.: 6883 grenades — or so says Frontier Tactical Services. But then, this lesson was learned from the Predators — and Preds live only to kill. Join FRONTAC and meet the Enemy in the latest addition to the outstanding SNIPER!™ game series from TSR, Inc. This game is complete in itself but may be linked with other games in the SNIPER!™ game series, too. Suggested Retail Price: to be announced Product No.: 3026

Unless otherwise noted: ® and ™ denote trademarks owned by TSR, Inc. ©1988 TSR, Inc. All Rights Reserved

1 ©1988 Marvel Entertainment Group, Inc. All Rights Reserved. MARVEL, MARVEL UNIVERSE, MARVEL SUPER HEROES, and all Marvel characters, character names, and distinctive likenesses are trademarks of Marvel Entertainment Group, Inc.

2 AGENT 13™ and ©1988 Flint Dille and David Marconi. All Rights Reserved.

54 NOVEMBER 1988

And the Winner Is— The ORIGINS™ Awards and the Gamers’ Choice Awards

Two sets of gaming-achievement awards Best Pre-20th Century Boardgame, Gamers’ Choice Awards were given out at the 1988 GEN CON®/ 1987: SHOGUN* game (Milton Bradley ORIGINS™ Game Fair. One set, the Company), designed by Mike Gray ORIGINS Awards, was given by the Acad- Best Boardgame Covering the Peri- emy of Adventure Gaming Arts and od 1900-1946 for 1987: SCORCHED Best Family Game: SHOGUN* game Design. These awards are presented annu- EARTH* game (Game Designer’s Work- (Milton Bradley Company), designed by ally at the ORIGINS game convention for shop), designed by John Astell Mike Gray outstanding achievement in many gaming Best Boardgame Covering the Peri- Best Fantasy Role-Playing Game: areas. The other set, the Gamers’ Choice od 1947 to modern day for 1987: ARS MAGICA* game (Lion Rampant), Awards, was announced by the RPGA™ TEAM YANKEE* game (Game Designer’s designed by and Mark Network, which had polled gamers for Workshop), designed by Marc Miller and Rein • Hagen their favorites in a number of gaming Frank Chadwick Best Science-Fiction Role-Playing categories. This year’s winners are listed Best Fantasy or Science-Fiction Game (tie): MEGATRAVELLER* game herein. Our thanks to Anne Jaffe and Jean Boardgame, 1987: ARKHAM HOR- (Game Designers’ Workshop), designed Rabe for this information. ROR* game (Chaosium, Inc.), designed by Marc Miller; and STAR WARS*: The by Richard Launius, Lynn Willis, and Roleplaying Game (West End Games), Charlie Krank designed by Greg Costikyan ORIGINS™ Awards Best Graphic Presentation of a Best “Other Category” Role-Playing Boardgame, 1987: SHOGUN* game Game: TOP SECRET/S.I.™ game (TSR, (Milton Bradley Company), graphic Inc.) designed by Best Historical Figure Series, 1987: design by Alec Jutsum and James Best Role-Playing Adventure: Who Shogun Hard Guys: The New * Bremer Watches the Watchmen? for the DC* (), sculpted by Best Play-By-Mail Game, 1987: HEROES game (Mayfair Games, Inc.), Dennis Mize and Bob Charrette ALAMAZE*, Pegasus Productions designed by Dan Greenberg Best Fantasy or Science Fiction Fig Best Fantasy or Science Fiction Com- Best Role-Playing Accessory: ure Series, 1987: Julie Guthrie’s Fanta- puter Game, 1987: PIRATES!* (Micro- FORGOTTEN REALMS™ setting boxed sy Line* (Grenadier Models, Inc.), Prose Simulation Software), designed by set, for the AD&D® game (TSR, Inc.), sculpted by Julie Guthrie Sid Meier designed by Ed Greenwood and Jeff Best Vehicular or Accessory Series, Best Military of Strategy Computer Grubb 1987: STAR TREK* Miniatures (FASA Game, 1987: PROJECT. STEALTH Best Historical Strategy Game: Corporation), sculpted by Randy Hoffa FIGHTER* (MicroProse Simulation Soft- SCORCHED EARTH* game (Game and Steve Apolloni ware), designed by Jim Synoski and Designers’ Workshop), designed by John Best Miniatures Rules, 1987: Arnold Hendrick Astell HARPOON* game (Game Designer’s Best Screen Graphics in a Home Best Science-Fiction Strategy Game: Workshop), designed by Larry Bond Computer Game, 1987: PIRATES!* STAR CRUISER* game (Game Designers’ Best Role-Playing Rules, 1987: STAR (MicroProse Simulation Software), Workshop), designed by Frank Chadwick WARS*: The Roleplaying Game (West graphic art by Michael Hair Best Miniatures Line: Julie Guthrie’s End Games, Inc.), designed by Greg Best Professional Adventure Gam- Fantasy Line* (Grenadier Models, Inc.), sculpted by Julie Guthrie Costikyan ing Magazine, 1987: Computer Gam- Best Computer Game: THE BARD’S Best Role-Playing Adventure, 1987: ing World* (Golden Empire), edited by Tournament of Dreams*, for the PEN- Russell Sipe TALE III* (Electronic Arts), designed by DRAGON* game (Chaosium, Inc.), Best Amateur Adventure Gaming Interplay Productions designed by Sam Shirley, Les Brooks, Magazine, 1987: POLYHEDRON™ Best Play-By-Mail Game: WORLD and Greg Stafford Newszine (TSR, Inc.), edited by Jean WIDE BATTLE PLAN* (Flying Buffalo), Best Role-Playing Supplement, 1987: Rabe designed by Rick Loomis STAR WARS Sourcebook*, for STAR Hall of Fame: Greg Stafford Best Professional Gaming Magazine: WARS*: The Roleplaying Game (West Special Award for Outstanding POLYHEDRON™ Newszine (TSR, Inc.) End Games, Inc.), designed by Curtis Achievement, Awarded 1987; Smith and DRAGON® Magazine (TSR, Inc.) ORIGINS is a trademark owned by the Game Manu- facturers Association. Best Graphic Presentation of a Role- Special Award for Outstanding Playing Game, Adventure or Sup- Achievement, Awarded 1987: The * indicates a product produced by a company other plement, 1987: Miskatonic University Courier* (The Courier Publishing Com- than TSR, Inc. Most product names are trademarks for the CALL OF CTHULHU* game pany), edited by Richard L. Bryant owned by the companies publishing those products. Kit*, The use of the name of any product without mention (Chaosium, Inc.), graphic design by Lynn of its trademark status should not be construed as a Willis challenge to such status. 56 NOVEMBER 1988 We Moved!

Well, actually, our mailing address has changed slightly. The new address is now: DRAGON® Maga- zine, P.O. Box 111, Lake Geneva WI 53147, U.S.A. See the differ- ence? Our street address for UPS shipments is still: DRAGON Maga- zine, TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A.

DRAGON is a trademark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved.

DRAGON 57 by Vince Garcia while appearing to be a reasonable idea, conflicts with the structure of at least one class with a right to martial-arts abilities — the shukenja, which may be played with a 3 dexterity. The following article offers a few guidelines and observations to clarify the subject of martial arts in an Oriental Hand-to-Hand AD&D game campaign. Who may learn martial arts? The section in Oriental Adventures entitled “Learning Martial Arts” (page 105) appears to suggest that any character with Against the an open proficiency slot may acquire martial-arts ability if he can find a master to study under. Of all character classes, only two have an inalienable right to mar- tial arts — the monk and shukenja, both of whom begin at 1st level with martial-arts abilities. The DM retains the final ruling Rules on whether game balance is best main- tained by allowing other classes to use these skills, and one of the factors he should consider when making this deter- mination is how well martial-arts skills fit the character class in question. Barbarians: Oriental barbarians are granted a large selection of skills and allowable proficiency slots to cover their many useful abilities acquired while grow- ing up in a harsh and demanding environ- ment. Nowhere are martial arts mentioned in the description of the class, and it is reasonable to assume that the barbarian’s exposure to the subject during childhood was minimal at best. Because of this, it is likely the barbarian would have little motivation to invest time in such a demanding regimen of training in a field so foreign to his background. Certainly nothing exists to prevent him from making the attempt, but the DM must decide whether commitment to learning and practicing martial arts is done to the detri- ment of the barbarian’s other talents. Bushi: The rules for weapon specializa- tion do not specifically leave the bushi with the option of choosing an unarmed fighting style as a specialty. But since unarmed fighting styles are listed as weap- on proficiencies, it is possible to allow the bushi to specialize in one instead of in a melee or missile weapon. To do this, how- ever, requires some rule modifications, for the listed benefits of weapon specialization Modifying the martial arts of Oriental function adequately when applied to mis- sile or melee weapons but bear no practi- Adventures cal tie to unarmed fighting styles. In developing guidelines to cover the bushi, two facts listed in Oriental Adven- The unarmed fighting guidelines in character wanting to learn martial arts tures must be considered. First, the bushi AD&D® Oriental Adventures, while martial- shouldn’t have to meet one or more ability must study under a master in order to arts styles, leave a few gray areas open to score minimums (one has a difficult time learn martial arts. Second, the character’s subjective interpretation. For example, the imagining a martial artist with a dexterity of specialty must be declared upon his initial kensai has the option of specializing in an 3 gracefully executing a circle kick maneu- creation. unarmed fighting style, yet the table provid- ver!). At the DM’s discretion, the bushi may ed with the class description is based entire- Unfortunately, the lack of integration in have the privilege of entering the game ly on the premise that the character decides the martial-arts rules causes problems if an with an already chosen master, foregoing on perfecting the use of a melee weapon. It attempt is made to clarify and elaborate on the cumbersome process normally isn’t clear if it is possible for a bushi to some of these gray areas. Suggesting, for entailed in finding such a tutor. To balance choose an unarmed fighting style as a form instance, that a prospective martial artist this, the character should undergo a proc- of weapon specialization, nor is it clear if a possess at least a 10 or 12 dexterity, ess of training prior to embarking upon

58 NOVEMBER 1988 the road of adventure, which would reflect a childhood or adolescence during Table 1 which the bushi acquired the basics of his Alternate Bushi Experience and Hit Dice chosen style from a relative or acquaint- ance functioning as the character’s master. Experience Experience 10-sided dice for In game terms, this could be done by points level accumulated hit points allowing a period of zero-level adventuring - 750-0 0 1d6* not unlike that of the Unearthed Arcana’s 1-1,500 1 1d4 cavalier. During this time, the bushi earns 1,501-3,000 2 1 his “free” master by working through 3,001-6,000 3 2 experience- and hit-point penalties as 6,001-14,000 4 3 shown in Table 1. At the beginning of this 14,001-30,000 5 4 period of zero-level adventuring, the bushi 30,001-60,000 6 5 receives three proficiency slots, two of 60,001-120,000 7 6 which must be expended to acquire the 120,001-240,000 8 7 basics of his style. Upon attaining 1st level, 240,001-480,000 9 8 the bushi receives his fourth proficiency 480,001-710,000 10 8+2 slot which can be used for the acquisition 710,001-1,000,000 11 8+4 of a special maneuver or martial-arts 1,000,001-1,250,000 12 8+6 weapon taught under the style. In addi- tion, if the bushi either then or at a later 250,000 points per level beyond 12. time gains proficiency with a martial-arts * Constitution adjustments are made at zero level. None are made at 1st level. weapon, he will be entitled to a bonus of + 1 to hit and damage when employing it. Table 2 (This bonus does not apply to any addi- Martial-Arts Specialist Bonuses for Bushi tional weapons in which the bushi later gains proficiency, nor to weapons not used Experience Additional martial Additional martial Special in martial arts.) level attacks damage bonus Table 2 outlines other bonuses that could 1 00A be granted to the bushi. They include the 2 1/3 0 — automatic acquisition of a special maneu- 3 1/3 0 — ver every six levels (which doesn’t affect 4 1/3 +1 — his option of obtaining more through 5 1/3 +1 — expending proficiency slots) and a mental 6 1/2 +1 B and physical training maneuver of the 7 1/2 +1 C DM’s choice every seven levels. 8 1/2 +2 — As a final note, the DM must consider 9 1/2 +2 — carefully whether to allow a bushi special- 10 1/1 +2 — ized with a weapon to gain martial-arts 11 1/1 +2 — abilities at some later point. Weapon spe- 12 1/1 +3 B cialization entails far more than merely 13 1/1 +3 — expending extra proficiency slots to gain a 14 2/1 +3 C bonus; the character is presumed to spend quite a bit of time practicing with his Special bonus key chosen weapon, sparring and developing a A. +1 to hit and damage with a single martial-arts weapon. confidence with it as he learns its various B. Gain special maneuver within style. nuances and the most effective means of C. Gain mental and physical training maneuver of DM’s choice. employing it. No less a dedication is required to perfect any of the martial arts, and it is reasonable to consider whether the character may have the time to pursue Table 3 both weapon and martial-arts practice — Alternate Kensai Experience and Hit Dice especially in the case of a bushi who spends much of his time adventuring. Experience Experience 10-sided dice for Kensai: The kensai who chooses an points level accumulated hit points unarmed fighting style as his forte brings - 1,500-0 0 1d6* up the same question as the bushi regard- 1-3,000 1 1d4 ing whether he should enter the game 3,001-5,500 2 1 with a previously chosen master. Unlike 5,501-10,000 32 the bushi, however, the kensai’s character 10,001-22,000 4 3 description does not require him to be, 22,001-44,000 5 4 under the tutelage of an instructor to 44,001-88,000 6 5 begin play with martial-arts proficiency. 88,001-150,000 7 6 Thus, the kensai character need not 150,001-250,000 8 7 undergo a period of zero-level adventuring 250,000-500,000 9 8 for a bonus that isn’t necessary. However, 500,001-750,000 10 8+2 the player and DM may favor zero-level 750,001-1,000,000 11 8+4 adventuring anyway, for certainly the 1,000,001-1,250,000 12 8+6 kensai requires supervised training to gain any special maneuvers taught within his 250,000 points per level beyond 12. particular style. Table 3 outlines an * Constitution adjustments are made at zero level. None are made at 1st level. experience-level modifier similar to the DRAGON 59 bushi’s in the event this method of acquir- taught within the style, this bonus is lost.) requisite and so never gains the 10 per- ing a master is used. When the character at last gains the abili- cent bonus to earned experience” (page Whether or not the kensai begins play at ty of attack, he may make 19). This writer has the impression the zero or 1st level, he receives the basics of either a hand-to-hand or melee weapon ninja is not entitled to the experience his style without cost along with three attack on each enemy within 10' of him. bonus, although the class requires so proficiency slots, one of which may be This does not mean a full hand-to-hand much experience to advance in level that I expended for martial-arts purposes if the attack sequence, but only a single hand-to- allow ninja characters in my own game kensai is determined to have a master. hand attack per foe. In addition, should the bonus. [The passage from page 8 is (This does not include martial-arts weap- the kensai use his ki power to cause maxi- incorrect, according to David "Zeb" Cook.] ons taught within the style, for the kensai mum damage during an attack, the bonus Putting aside other arguments with the should realistically be able to self-train in will apply only to one attack, not to an class, such as whether it was a good idea these weapons if he desires. Further, from attack sequence — although the character to make it a split-class rather than its own 2nd level on, the kensai may expend up to may expend multiple ki uses to cover his separate class, one might wonder whether two slots per level in martial arts.) Other full allotment of attacks during the round. the ninja should be able to use his ninja slots may be expended for peaceful profi- The kensai’s armor class is equal to the proficiency slots on martial arts rather ciencies, but it is suggested that until the base of his style plus the indicated bonus than relying on the other half of his class kensai has mastered all special maneuvers from the table. The formula offered for for this. The martial art of ninjutsu in our and martial-arts weapons taught within other kensai does not apply. own world certainly embodies various the style, he may not gain proficiency in Kensai not dedicated to perfecting a unarmed fighting movements; while this other weapons or martial-arts styles. martial-arts style may also, at the discre- fact does not require translation to a ninja Table 4 outlines martial-arts bonuses for tion of the DM, be prohibited from learn- character class placed in a particular DM’s a kensai perfecting an unarmed fighting ing martial arts as a bushi weapon fantasy world, the potential probably style. Some modifications have been made specialist. The kensai has even less time to should at least exist. Thus, the DM can between this table and the character spend on other pursuits than a bushi; and create a martial-arts style particular to the description as written, particularly regard- thus may not have time to learn an unarm- ninja, such as the following (as per Orien- ing the levels at which certain kensai ed fighting style. tal Adventures, page 101, Table 68): abilities are normally gained. Other Monk: Fortunately, the monk is ade- bonuses granted the kensai include a quately dealt with in the Oriental Adven- Name: Ninjutsu periodic bonus of +1 to hit and damage tures rules. No major problems exist # of At.: 2/1 with a martial-arts weapon of his choice within the class regarding martial arts. Damage: 1-6 taught within his style; at the option of the Ninja: Unfortunately, the ninja is not as AC: 8 kensai, this bonus is cumulative and may well defined in the area of martial arts as Principal Attack: Hand be taken more than once with a single the monk. The first problem presented by Special Maneuvers: weapon. Further, the kensai periodically the class is that two passages in Oriental Lock 1, 3 gains special maneuvers, mental and phys- Adventures contradict each other: “Ninja Movement 1, 5 ical maneuvers, and a free weapon profi- with a dexterity score of 16 or higher gain Throw 2 ciency. (If the kensai has already gained a bonus of 10% on earned experience” Vital area 3 proficiency in all martial-arts weapons (page 8), and “The ninja has no prime Weapons: Nunchaku, Kusari-gama (the

Table 4 Alternate Bonuses for Kensai

Additional Additional Experience Initiative Armor class martial-arts martial-arts Special level bonus bonus attacks damage’ bonus 0-1 0 1 0 0 A 2 0 1 1/3 0 — 32 111/3 ½ die — 4 1 2 1/3 ½ die B 53 1 2 1/3 ½ die C 6 1 2 1/2 ½ die A,D,E 7 1 3 1/2 ½ die F 84 2 3 1/2 1 die G 9 2 3 1/2 1 die D 5 10 2 4 1/1 1 die C,H 11 2 4 1/1 1 die A,D 126 2 4 1/1 1 die I

Special bonus key A. +1 to hit and damage with a single martial-arts weapon. B. May meditate like a shukenja. C. Gain special maneuver within style. D. Gain mental and physical maneuver of DM’s choice. 1 Using the type of damage die appropriate to the martial-arts style. E. Only surprised on a 1. 2 May strike creatures requiring +1 weapon to hit. F. Cause fear; use two weapons. 3 May strike creatures requiring +2 weapon to hit. G. Gain proficiency in martial-arts weapon. 4 May strike creatures requiring +3 weapon to hit. H. Attract 1-6 pupils. 5 May strike creatures requiring +4 weapon to hit. I. Whirlwind attack. 6 May strike creatures requiring +5 weapon to hit.

60 NOVEMBER 1988 DM might allow ninja weapons to be gain the basics of a style taught by his be allowed to begin play with an already taught within the style for ninja) superiors. chosen master or with martial-arts abili- Once the DM has created a style of Wu jen: Each class in the AD&D game is ties, but may acquire them through the ninjutsu for a given clan (as different clans given various strengths and weaknesses to normal process. would likely make use of different special keep it in balance with other classes. Magic-users in particular have tradition- maneuvers), the character must locate a Learning martial arts ninja master to study under, receiving the ally been singled out as having to rely “Master is an honorary title, not a char- basics of the style after expending a profi- upon their arsenals of spells to survive — acter class. Students refer to their teacher ciency slot. From that point, he advances which is one of the reasons they may not as master. Unarmed fighters who have like anyone learning martial arts, but may use swords or wear armor. In the case of gained a reputation are respectfully called only allot proficiency slots from the ninja the wu jen, though, not only is he granted master. A wanderer may enter a town, class to improve his skill at ninjutsu. a potent and respectable selection of proclaiming himself to be a master. The Samurai: It seems odd that the samurai spells, but he is given a hit-point bonus as title is not a measure of skill or level!” class may be played with as little as a 3 well as allowed the use of certain weapons No statement in Oriental Adventures dexterity. Other fighter classes like the (such as a short sword and bow) which his opens the door to more potential abuse barbarian, bushi, and kensai must each Western counterpart has always been than that just quoted, from page 105. If a meet a minimum dexterity requirement, denied in the name of “game balance." master may theoretically know and impart but the samurai does not have this restric- Further allowing the wu jen to acquire the nothing more than the basic movements of tion. This brings up an earlier question as art of karate, for instance, essentially a style, what is the difference between to whether a prospective martial artist grants a magic-user a three-attack round studying under an NPC master of little should meet a dexterity minimum. I per- at 1-6 hp damage per hit! If one adds the ability and a kensai PC who volunteers to sonally feel that he should, and so would special abilities of those nonhuman races instruct a wu jen PC in the art of jujutsu? not allow a samurai with less than a 12 allowed to become wu jen, all these talents Immediately, this important aspect of the dexterity to learn martial arts. But it is for in concert with one another may result in game is removed from the control of the each individual DM to determine his own a character so versatile that game balance DM and handed over to the players. The guidelines in the matter. An argument — starts to suffer. long, involved process for the PC to locate albeit not a strong one — could be made Almost certainly, any wu jen character a master to study under is not only unnec- that the martial artist may actually rely will, if possible, learn martial arts for a essary but ludicrous. less on his dexterity and more on his ki for back-up in the event he is forced into To retain control over the issue, the DM fluid performance of movement, and in melee. The wu jen begins at 1st level with must insist that a PC may receive instruc- this case could be the basis for allowing a six proficiency slots, which is more than tion in martial arts only from an NPC — 3 dexterity samurai to perform tae kwon most classes receive. He gains another never from another PC. Some rationaliza- do, as his dexterity plays little part in the every other round. Why so many? The tion exists for this statement. The monas- scheme of things. answer is found on page 55: “[The calligra- tic classes of monk, shukenja, and sohei However the DM chooses to handle the phy proficiency] is needed to inscribe would jealously guard the secrets of their matter, the samurai — because of his magical scrolls. . . ." As the wu jen has no unarmed fighting styles from outsiders. A weapon-specialization requirements — write spell, he relies on his calligraphy bushi PC approaching a shukenja PC with should not be allowed the option of begin- skill to perform essentially the same func- a request to learn tae kwon do should ning play with a martial-arts proficiency. tion, as well as assisting in the creation of receive a polite but firm refusal. Even in Instead, he should at some point after magical scrolls. Clearly, a wu jen must the case of two adventurers from the entering the campaign search out and expend two of his six proficiency slots to same monastery, the ultimate determina- locate a master to study under. acquire calligraphy. If one wishes to give tion of a student’s right to learn a martial- In contrast to the bushi weapon special- the wu jen the benefit of assuming callig- arts style or special maneuver should ist and the kensai, the samurai has an raphy is automatically known, the charac- come from a temple superior with author- intense training in his weapons from his ter must still make a proficiency check (at ity over both characters; the choice would youth, and so he requires a less-constant base 18 or higher) to inscribe a scroll — not be the PCs’ to make. regimen of practice to maintain his and probably to transfer a spell from a In the same way, a ninja would never bonuses. Certainly, the samurai will spend scroll to his equivalent of a spell book. instruct an in the art of ninjutsu, a significant portion of his time in practice Thus, the wu jen has a good use for all his nor would a yakuza reveal clan fighting with and daikyu, but probably not proficiency slots apart from learning mar- techniques to those not under the author- to the extent that training in the martial tial arts or the use of extra weapons. ity of his oyabun. The fanatical training arts is automatically prohibited. Of course, Given this, the wu jen character may not regimen of the kensai would be more than the properly played samurai should be be quite so anxious to put proficiency slots a nonkensai could endure, and a samurai more interested in improving his calligra- into martial arts. might think it beneath his dignity to be phy skill than his karate skill, but that is Lastly, the overall power of the adven- instructed by a PC who is a mere bushi. the character’s choice. turing group’s typical opponents can pro- All these justifications cannot cover Finally, the samurai’s damage bonus vide an indicator of whether the wu jen every circumstance, but they do offer should not apply to martial-arts attacks, should be allowed to learn martial arts. grounds for ruling martial arts can only be except at the DM’s discretion. Some of the Oriental monsters are so learned from NPCs. In addition, they bring Shukenja: Like the monk, the shukenja is powerful that it behooves the wu jen to up a point that the DM should consider: In adequately handled. Given the shukenja’s take advantage of every possible benefit; if many cases, the greatest likelihood is that monastic ties, it is reasonable to presume these monsters regularly appear in the the PC’s tutor in the martial arts will come the character has access to martial-arts campaign, game balance isn’t necessarily from his governing superiors. Those class- training at all times without the need to compromised by permitting the wu jen the es in which this is a virtual certainty are actively hunt out a tutor. This should also option of unarmed fighting. In the same the monk, ninja, samurai, shukenja, sohei, hold true for the monk and the sohei. way, if every group of bandits the party and yakuza. Sohei: Unlike the shukenja, the sohei encounters are evil monks or masters of While the above suggestion is not does not automatically begin play with kung fu, then the wu jen may as well be engraved in stone, in game terms it may martial-arts abilities. Yet because he is allowed to pick up karate if he wants. be the most practical way of handling the similarly tied to a monastery, it is not Yakuza: Nothing in the yakuza’s charac- matter. Other classes might well resort to gratuitous for a DM to allow him to ter description reveals martial arts to be expend a proficiency slot upon creation to natural to the class. Thus, he should not Continued on page 64 DRAGON 61 by Charles A. Vanelli An uprated movement system for the "Jetboots, STAR FRONTIERS® game

Player (whose character; a space-station security guard, has unexpectedly discov- don’t fail me ered an intruder in a storage area): “I back away, drawing my nightstick." Referee: “Great, because the guy takes off the moment he sees you. He’s carrying a box from the storeroom.” now!" Player: “I chase after him! When I catch up, I’ll smack him with my nightstick! I move at 30 meters per turn." Referee: “Being a human, the intruder also runs at 30 meters per turn." Player: “Well, then, how am I gonna catch him?” Good question. Unless the intruder masters wishing to use these attributes if the character is carrying over half his happens to slip on a convenient banana must create their own modifiers for them. Strength score in kilograms. peel or other unforeseen obstacle, the To use the MRM, the player must find For example: Rufinkel, a Yazirian, has a poor security guard may never get his his character’s Base Movement Value for Strength score of 55 and a Reaction Speed man. Here we see evidence of a flaw in the the type of movement desired. The Base score of 60. His MRM would then be 5 (the STAR FRONTIERS® game, in that all beings Movement Values are listed in Table 1 average of 55 and 60 is 57.5; dividing by of the same race run at the same rate of herein and are found by cross indexing 10 gives 5.75, rounded down to 5). Con- speed. The problem, however, is not just the character’s race with the type of move- sulting Table 1, Rufinkel walks at the rate limited to running or walking; it also ment needed, such as running or walking. of 12.5 meters per turn, runs at 37.5 applies to swimming, climbing, and just The player then multiplies the number meters per turn, and hikes at the rate of 5 about every other movement task that a found by his character’s MRM to find his kilometers per hour. In addition, the table character might attempt. character’s movement rate using that also gives Rufinkel’s “standardized” move- In the STAR FRONTIERS game, all crea- particular type of movement. Even though ment rates. Rufi now climbs at the rate of tures are given a set of movement rates encumbrance has no effect on the MRM, it 2 meters per turn, and he makes running which are dependent only upon the races still plays a role in reducing jumps up to 6 meters long and standing of the creatures involved. Thus, every rates of an encumbered character by half jumps up to 3 meters. Human in the Frontier runs just as fast as every other Human. The same can be said for Yazirians, Dralasites, and every other known race. Obviously, this just isn’t the Table 1a case. Any decent member of an Olympic Base Movement Values by Race track team could beat the socks off the average person on Earth in a foot race, yet Race Walking Running Hiking Climbing Crawling the current movement system would not Dralasite 1.250 5.000 0.750 0.375 0.500 allow this. Human 2.500 7.500 1.250 0.500 0.500 Since all characters are not created Humma* 2.000 7.000 1.200 0.300 0.200 equal in the STAR FRONTIERS game sys- Ifshnit* 1.000 3.750 0.500 0.250 0.250 tem, all speeds should not be equal. Speed Osakar* 5.000 12.000 2.000 0.400 0.600 should be based upon the basic attribute Vrusk 3.750 8.750 1.500 0.375 0.250 scores of a character and the character’s Yazirian 2.500 7.500 1.000 0.500 0.500 race. (Obviously, a Dralasite cannot run as Sathar * * 2.500 5.000 0.750 0.500 0.500 fast as a Vrusk.) This article describes a diversified movement rate system in which only the characters who are physi- cally alike have the same movement rates. In addition, the “standardized” movement rates, such as climbing, jumping, and the Table 1b Base Movement Values by Race rest, are also covered. The main advantage of this system is that it allows each charac- ter to be different from his peers. As an Race Running Standing Running Standing leap leap vertical leap vertical leap added bonus, the system is flexible, per- Dralasite 1.000 0.375 0.375 0.250 mitting a character to improve his speed Human 1.250 0.500 0.500 0.375 as he improves his physical fitness. Humma* 10.000 5.000 1.500 1.000 Ifshnit * 0.750 0.250 0.375 0.250 Movement Rate Multiplier (MRM) Osakar * 1.200 0.500 0.400 0.300 This system requires that each character Vrusk 1.250 0.625 0.375 0.250 have a new statistic defined: the Move- Yazirian 1.250 0.500 0.500 0.375 ment Rate Multiplier (MRM). The MRM is Sathar * * 1.000 0.500 0.375 0.250 simply a number from 1 to 10, indicating how fast a character is — but only as compared to other members of the same race. High MRMs represent fast charac- ters, while low scores represent slow characters. This score is used extensively Table 1c in generating the movement rates, so it is Base Movement Values by Race recommended that this score be recorded on each character sheet near the Initiative Race Swimming Swimming Modifier score or the movement rates. To Flying per turn per hour create the MRM, simply take the average Dralasite — 2.000 0.250 of the character’s Strength and Reaction Human — 2.500 0.250 Speed scores, then divide by 10, rounding Humma* — 1.600 0.200 all fractions down. This value is the MRM. Osakar * — 1.000 0.125 The Strength score is used in the MRM Ifshnit * — 2.400 0.200 because a character’s speed and quickness Vrusk — 2.500 0.250 are based upon the strength of the mus- Yazirian — 2.500 0.250 cles within that character’s limbs. The Sathar * * — 2.500 0.375 Reaction Speed score is used because, by definition, it is a measure of a person’s * See SFAC3 Zebulon’s Guide to Frontier Space for details on this race. quickness. Excessive body weight and * * Sathar are used as NPCs only. However, this information also applies to the Sathar- equipment encumbrance do not play a related S’sessu race (which may be used as PCs), as described in DRAGON® issue #96. part in the creation of the MRM because of their difficulty to implement; game

DRAGON 63 Movement types Table 1 also gives new movement types that are available to the characters. These Table 2 are more fully explained below, along with Average STR, RS, and MRM Scores the old movement types from the Alpha Dawn expanded game rules to reduce Race Average Average Average cross referencing between the book and strength reaction speed MRM this article. Dralasite 50 40 4 Walking: This is the rate at which a Human 45 45 4 character can walk, expressed in meters Humma* 55 45 5 per turn. This is also the rate at which a Ifshnit * 40 45 4 character can climb a ladder or staircase. Osakar * 50 50 5 Running: This is the rate at which a Vrusk 40 50 4 character can run, expressed in meters Yazirian 35 50 4 per turn. Sathar * * 45 40 4 Hiking: This is the rate at which a char- acter can walk (with appropriate rests) * See SFAC3 Zebulon’s Guide to Frontier Space for details on this race. over long periods of time, expressed in * * Sathar are used as NPCs only. However, this information also applies to the kilometers per hour. (This is known as Sathar-related S’sessu race (which may be used as PCs), as described in DRAGON “Per Hour” in the Alpha Dawn expanded issue #96. game rules.) Climbing: This is the rate at which a character can climb a rope, expressed in winged character may fly, expressed in cle. Finally, new figures for Table 1 are meters per turn. A character can climb a meters per turn. Note the difference found simply by dividing the average vertical surface at half this speed, provid- between flying and gliding: Gliding is movement rates for the race by the aver- ed there are handholds and footholds. merely coasting through the air on steady age MRM, rounding results to the third Crawling: This is the rate at which a wings, but flying is the act of physically decimal place. The results should be character can crawl along the floor or propelling oneself through the air by recorded in the appropriate columns on ground in a semiprone position, expressed flapping wings. Table 1. in meters per turn. Swimming per turn: This is the rate at There may be some confusion as to what Running Leap: This is the distance in which a character may swim, expressed in a race’s average ability scores are. Note meters that a character can leap horizon- meters per turn. that when rolling on the Ability Score tally, allowing a straight-line run for 15 Long-Distance Swimming: This is the Table in the Alpha Dawn expanded game meters before leaping. rate at which a character may swim (with rules (page 4), the most commonly gener- Standing Leap: This is the distance in brief floating rests) over long periods of ated base score will be a 45, simply meters that a character can leap horizon- time, expressed in kilometers per hour. because the table assigns a 20% chance for tally from a standing start. it to occur. No other base score has as Running Vertical Leap: This is the height great a chance, though 45 is not the aver- Expanding Table 1 in meters that a character can leap, allow- age score. The average score is actually ing a straight-line run of at least 5 meters Expanding the table of Base Movement the sum of 45 and the appropriate value before leaping. This height is measured Values for new races can be accomplished from the Ability Modifier Table (Alpha from the ground to the lowest point on in four easy steps. First, each new race Dawn expanded game rules, page 4). Thus, the character’s body at the highest point of must have a table of average movement for a Dralasite, the average Strength score the jump. The sum of this distance and the rates defined for it; the creation of this would be 50 (45 and a +5 modifier equals character’s height (with arm extended) table is left to the designer of the race. 50), while its average Reaction Speed score used when the character is attempting to Second, the new race’s average Strength would be 40 (45 and a - 5 modifier). This reach a high object. and Reaction Speed scores must be found, gives Dralasites an average MRM of 4 (the Standing Vertical Leap: This is the height using the method in the following section. average of 50 and 40, divided by 10 and in meters that a character can leap from a Third, using the average Strength and rounded down). The average MRMs for standing start. Reaction Speed scores, the average MRM typical races are given in Table 2. Flying: This is the rate at which a is computed, as per the rules in this arti- When the numbers in Table 1 are multi- plied by the average MRM score for a race, the results are the regular movement rates for the race in question. This system Continued from page 61 works on the assumption that the rates We Moved! finding a master entirely apart from their given in the Movement Table on page 19 of acquaintances or present superiors. the Alpha Dawn expanded game rules Well, actually, our mailing address Once the master has been established, were created with the average character has changed slightly. The new the DM can then use the formula in Orien- in mind. The average character’s statistics address is now: DRAGON® Maga- tal Adventures for detailing what martial- are the same as those of an average NPC, arts abilities the particular master is as shown on the table in the Alpha Dawn zine, P.O. Box 111, Lake Geneva expanded game rules on page 59. WI 53147, U.S.A. See the differ- familiar with. In the case of the monastic classes (monks, shukenja, and sohei) and ence? Our street address for UPS the ninja and yakuza, even if the charac- shipments is still: DRAGON Maga- ter’s present master is limited in martial- zine, TSR, Inc., 201 Sheridan arts ability, it should not be difficult for Springs Road, Lake Geneva WI the character to locate a more experienced 53147, U.S.A. master later — through the process listed. DRAGON is a trademark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved.

64 NOVEMBER 1988

Handbook, page 25), and thus cannot have any of the Bigby’s hand spells.

If a ranger can only own what he can carry, how can he build a stronghold? You might also ask “If a ranger can only own what he can carry, how can he own a the spells disappearance from the original mount?” In fact, the restriction applies by book. only to personal items, treasure, weapons, If a PC has an NPC mentor who supplies magic items, etc. The property restriction If you have any questions on the games higher-level spells as the PC advances in is not intended to turn rangers into medi- produced by TSR, Inc., “Sage Advice” will level, the mentor might be upset to find eval bag ladies. It merely reflects the answer them. In the United States and “bootleg” spells appearing in his appren- class’s nonmaterialistic outlook. A strong- Canada, write to: Sage Advice, DRAGON® tice’s spell book. hold is not strictly for a character’s per- Magazine, P.O. Box 111, Lake Geneva WI sonal use; it is a home for all the 53147, U.S.A. In Europe, write to: Sage character’s hirelings, and also serves to Advice, DRAGON Magazine, TSR UK Lim- Fighters & rangers enforce the character’s interests and pro- ited, The Mill, Rathmore Road, Cambridge mote the fundamentals of the character’s CB1 4AD, United Kingdom. Can a ranger wear plate mail or alignment within the area that the strong- Once again, we enter the realm of player plate armor? hold controls. As such, a stronghold is not characters in the AD&D® game. These Yes. A ranger may wear any armor. an item of personal property and falls questions are primarily organized accord- outside the restriction. ing to the classes involved, not races; class How do rangers acquire magic- combinations are dealt with in their own user spells? Are there additional adjustments section. Additional commentary was pro- A ranger learns magic-user spells from a to surprise for an elven ranger? vided by David “Zeb” Cook and Jon Pick- magic-user, just as a 1st-level magic-user No. However, the character does get the ens, who are currently working on the does. Start the ranger out with read mag- best applicable surprise chance in any second-edition AD&D game rules, and by ic, plus three other spells from the table in given situation. Roger E. Moore. the DMG, page 39. The cost of the initial spell book is assumed to be part of the The article, “Arcana update, part training cost for reaching 9th level. The 1" in DRAGON issue # 103 (page 13) Magic-users ranger must follow all the normal rules says that only single-classed fighters for spell use (e.g., chance to know a spell and rangers can specialize with a Can a magic-user fill a higher-level by intelligence, casting time, material weapon. Does this mean that dual- spell slot with a lower-level spell? components, armor worn, etc.). classed fighters and rangers cannot For instance, can a magic-user mem- specialize? orize fireball instead of a fourth- or At what level do rangers cast their Unearthed Arcana did not specifically higher-level spell? spells? restrict weapon specialization to single- No. Spells can’t be switched except The character’s spell-casting level is classed fighters and rangers, though the under certain special circumstances, such based upon the first level at which he can update article (written by , as the use of a Rary’s mnemonic enhancer cast spells. An 8th-level ranger, for exam- with input from , Frank Ment- or ’s lucubration spell. ple, casts his druidic spell at 1st level. A zer, and Jeff Grubb) did. If Unearthed 9th-level ranger casts his magic-user spell Arcana alone is used, then multiclassed Would a magic-user take damage at 1st level, but he casts his druid spell at and dual-classed fighters and rangers can from his own fireball if the spell 2nd-level; at 10th level, a ranger casts his indeed specialize with weapons. If the were cast at zero range? druid spells at third level and his magic- update is followed, the opposite is true. Absolutely yes! Note that a fireball has a user spell at second level, and so on. Another option for the DM is to rule that a cubic volume in excess of 33,000 cubic fighter or ranger who assumes a second feet, enough to fill about 335’ of 10’ x 10’ Do rangers receive bonus druidic class loses the benefits of specialization, corridor. A mage doesn’t have to cast a spells for high wisdom? but a character of another class can fireball at range zero in order to get No, only clerics and druids get them. become specialized if he assumes a fighter caught in the blast. class. Fighters and rangers get their spe- Can high-level rangers use wands cialization bonuses from concentrating on Are there any restrictions on or other magic-user items? one weapon, which requires constant magic-users trading spells? The ranger’s ability to cast spells does practice. When a character assumes a None except those imposed by the DM. not empower the class with the ability to second class, he ignores his original class Some campaigns require mages to make use magic-user or druidical magic items, completely while learning the new class. A scrolls (or have them made) before a spell unless such may be used by all classes. fighter who does this loses the benefits of can be safely transferred. Once the scroll specialization, as he no longer devotes any is made, the receiving magic-user rolls his Can a high-level ranger who has effort to the weapon of specialization. If "chance to know," writes the spell into his all the Bigby’s hand/fist spells in his the character started play as any other book, and the spell disappears from the books use all three functions of a class, he could specialize in a weapon scroll. Any attempt to write the spell into wand of force? when he began learning the fighter class, the book uses up the scroll even if the No. Only a member of the magic-user and would not incur any penalty except “chance to know” roll fails. Note that a class can use the wands third function the possibility of low hit points (see the write spell is not required as long as the (and then only if he has at least one of the Players Handbook, page 33). receiving magic-user has a “slot” of the Bigby’s hand/fist spells in his book). Rang- appropriate level available, and he has not ers, even though they can cast magic-user The rules say that the option to previously failed his “chance to know” for spells, are not magic-users per se. Further- specialize in a weapon must be the spell in question. Attempts to transfer more, a ranger can have 2nd-level magic- made at 1st level. What about the spells directly from book to book result in user spells at best (see the Players NPCs in my campaign that were 66 NOVEMBER 1988 around before the specialization Do assassins have to roll to hit hiding or climbing. Therefore, the thief rules came out? My players aren’t when attempting assassination? learns to use other, more easily concealed taking this sitting down, either. This question sparked considerable weapons. There are other logical consider- A DM may allow already-created charac- controversy among the sages. Gaming ations. A long bow requires more strength ters to start weapon specialization retroac- groups should choose whichever of the than the average thief has. Rather than tively when he first introduces the two following rulings is most appropriate writing a strength requirement for the specialization rule into his campaign. and desirable for the campaign and PCs: long bow (and every other weapon on the Thereafter, the decision to specialize must 1. Assassination is not a melee tactic; it list), we put a class restriction on it; only be made when a character begins play. cannot be performed against a surprised fighters who normally have high strength PC or NPC during a regular, played-out scores can use it. Can a weapon proficiency slot be battle. In order to perform an assassina- From the standpoint of game balance, used to enable a fighter or other tion, an assassin PC must turn over an only fighter-types have unlimited choices class to make attacks with two exacting plan for the act to the DM, who of weapons. In order to make thieves less weapons at no penalty? Can a fight- evaluates the plan and rolls the dice on the effective than fighters in combat, they er or ranger specialize in two- Assassins’ Table For Assassinations on page have fewer weapons to use. Thieves are weapon combat? 75 of the DMG. No “to hit” roll is required; not supposed to get into long-range fire- Using a proficiency slot for two-weapon the roll on the table merely condenses all fights with opponents; they’re supposed to combat is up to the DM, but we do not of the various die rolls together into one be sneaky. This distinction between classes recommend it. If you decide to allow such package for fast results. is very important for several reasons. It a proficiency, require a separate slot for 2. Assassination is a melee tactic but can prevents a character with extremely good each combination to be used. For example, only be used against surprised opponents stats from totally dominating the game, a character who wishes to use a long and cannot be combined with back- since no character can do everything. It sword and dagger combination without stabbing; a “to hit” roll is thus required also promotes teamwork and gives every- penalty would have to have at least three Players Handbook, page 29) unless the one a chance to have some fun, again proficiencies: long sword, dagger, and long victim is helpless (see the DMG, page 70). because no single character can do it all. sword and dagger. If the attack hits, the DM rolls on the A similar line of logic applies to all the Weapon specialization allows a fighter or assassination chart to see if the assassin other class distinctions. The AD&D game ranger to excel in the use of one — and kills the victim outright. If the assassina- simply would lose its appeal if clerics only one — weapon. Thus, a character tion fails, the victim still suffers normal could use edged weapons, if mages could cannot be specialized in two-weapon com- weapon damage. Poison can be used with wear armor, or if fighters could pick locks. bat, as this is not a weapon per se. A char- an assassination attack. acter may use a second weapon along with The Players Handbook says that his weapon of specialization, but he must Can thieves back-stab or assassins elven characters can move so silent- follow the rules on page 70 of the DMG. assassinate with missile weapons? ly that they can surprise opponents Bonuses for specialization apply only to Thieves cannot use missile weapons for 66 2/3% of the time. Do I add this the weapon of specialization, never to the back-stabbing attacks, but assassins appar- amount to an elven thief’s move secondary weapon. ently can do so (going by a strict rules silently percentage? interpretation), though this is not recom- No; use the racial adjustment from the Can a character simply specialize mended. table on page 28. The 66 2/3% refers only to in “sword,” and so gain specializa- an increased ability to gain surprise (1-4 tion bonuses with all types of If a thief using two weapons instead of 1-2 on 1d6) and is dependent on swords? makes a back attack, does he get his the prevailing conditions (see the Players No. A character specializes with a spe- “to hit” and damage modifiers for Handbook, page 16). cific type of weapon, not a general class of both weapons? weapon. The + 4 “to hit” and the damage multipli- A 9th-level thief-acrobat has a dex- er only apply to the first blow; the second terity of 19 and wears no armor. Can a fighter or ranger specialize weapon gets the +2 “to hit” modifier for a According to the Thief-Acrobat in more than one weapon if the rear attack but no damage modifier. The Function Table (Unearthed Arcana, extra slots are available? same holds true if the thief gets multiple page 24), a 9th-level thief-acrobat Fighters and rangers can specialize in attacks due to surprise. can fall a distance of 10' and take no only one weapon, the number of available damage. The modifications for dex- proficiency slots notwithstanding. When a thief makes a back attack, terity and no armor add 15' to the are any damage bonuses for falling distance. Is this 15' also add- Will “to hit” bonuses from strength or a magical weapon also ed to the 10' that the thief-acrobat strength or weapon specialization multiplied? can fall and take no damage? allow a character to hit monsters No. The multiplier applies only to the The bonus distances from any source that are hit only by silver, iron, or weapon’s base damage; other damage are added to the distance indicated on the magical weapons? bonuses are applied after the multiplica- falling column on the Thief-Acrobat Func- Nonmagical bonuses of any sort never tion is made. tion Table; since the “automatic safe” fall- allow a character to harm a creature ing distance is inferred, not listed, it does which is harmed only by magical or spe- Can a thief ever get more than not increase with bonuses. The 9th-level cial weapons. quintuple damage for back-stabs? thief-acrobat in your example would take No. Quintuple damage is the limit. no damage from falls up to 10'.

Thieves & assassins Why are thieves restricted to short Which races can become thief- bows? Why can’t they use long acrobats? Why did Unearthed Arcana take bows? All races that can become thieves can shields away from assassins? There are two reasons for this: game become thief-acrobats. Unearthed Arcana (page 13) is in error. logic and game balance. Assassins may use shields but not during a From the standpoint of game logic, a Do thief-acrobats have to pay extra melee round in which the character is long bow is simply too large. A thief carry- training costs? How much does a engaged in the act of assassination. ing such a weapon would have difficulty thief-acrobat’s initial training cost?

DRAGON 67 Acrobats pay normal training costs. A first; it isn’t apparent from the order in At what level do multiclassed starting thief-acrobat pays training costs which you list the levels. We’ll guess that spell-casters cast their spells? I for gaining the 6th level (see the DMG, the PC was a fighter first and a cleric assume that the levels are cumula- page 86). second. In this case, the character can use tive, so that a 7th-level fighter/7th- edged weapons freely, since he is now a level mage would cast his spells at Will gauntlets of ogre power give a higher level in his second class (see the 14th level. thief-acrobat the bonuses for an 18 Players Handbook, page 33). There are no A multiclassed character’s levels are not strength (as given in the table on penalties whatsoever for using edged cumulative for any purpose. The fighter/ page 25 of Unearthed Arcana)? weapons. When using such weapons, mage in your example casts magic-user Gauntlets of ogre power give an 18/00 however, the character attacks as a 2nd- spells at 7th level. If the character were a strength to the chest and arms. Use the 18 level fighter, not an 8th-level cleric. 7th-level cleric/6th-level magic-user, he strength score only for pole vaulting. would cast clerical spells at 7th level and Can a multiclassed fighter/thief magic-user spells at 6th level. Can thief-acrobats use their eva- use his specialization bonuses in a sion maneuvers against missile back-stab attempt? Do multiclassed characters get all attacks? No. Only single-classed fighters may of the proficiency slots of all of their Yes, provided they have the initiative and specialize (see “Arcana update, part 1” classes? If so, are they free to use are aware of the attacks. in DRAGON issue #103, page 113). any of their slots for any of their classes? Can a multiclassed fighter/magic- Multiclassed characters have proficiency Multi- and dual-classed PCs user wear full plate armor? slots for all their classes. All these slots are Yes, multiclassed magic-users (not dual- not lumped together, however; they What multiclassed options are classed) may wear the best armor allowed remain separated by class. A fighter/thief, open to thief-acrobats? by their classes, However, only elves may for example, who chooses to attack as a Thief-acrobats are treated as thieves for wear armor and cast magic-user spells (see fighter suffers the fighter nonproficiency determining what multiclass combinations the Players Handbook, page 33, top of penalty if he uses a weapon with which he are available. second column). is proficient only as a thief. Likewise, the fighter/thief may only back-stab with a Can assassins opt to become thief- What multiclass options are open weapon allowed to the thief class. acrobats as multi- or dual-classed to barbarians and cavaliers? PCS? None, The barbarian subclass is open Is it possible for a human to add No, they cannot. A subclass cannot be only to humans, and humans are never more than one class using the dual- combined with another subclass. multiclassed characters. An elven or half- class rules? elven cavalier (strictly speaking) cannot be Adding more than one class is not rec- Are half-orcs the only race that can a multiclass character as such a combina- ommended except for the occasional and become cleric/thieves? tion is never mentioned in the rules as a extremely rare NPC, but it can be done. If you are using just the Players Hand- possible combination; this also applies to book, this is indeed the case. If you are half-elven paladins. Human cavaliers and Oriental Adventures says that a using Unearthed Arcana, the following paladins cannot be multiclassed, but in dual-classed character “always uses races can become cleric/thieves: gray theory could be dual-classed. However, a the most advantageous combat and dwarves; dark, gray, high, valley, and dual-classed cavalier or paladin also seems saving throw tables of the two class- wood elves; deep and surface gnomes; all to run against the single-minded nature of es without penalty” (page 28). Does types of halflings; and half-orcs. Note that those classes. You might consider a restric- this mean that a high-level fighter an expanded table of allowable multi- tion on dual-classed cavalier types that could make multiple attacks while classed options was published in issue only the cleric class can be adopted as the studying a second class? #103 of DRAGON Magazine, on page 49. other class. Not before he surpasses his fighter level in the second class, unless he forfeits all Are druid/illusionists possible in What are the rules for single- experience for that adventure. Multiple the AD&D game? There are druid/ classed demi-humans adding a sec- attacks are a function of the fighter class. magic-users. ond class, or multiclassed No. A subclass is not allowed in a multi- demi-humans adding another class? classed combination just because the main There are none. Multiclassed demi- Miscellaneous class is. In the case of the illusionist class, humans must be multiclassed from the only the gnome races can be multiclassed start; they can’t add more classes later. I think I have found an error in illusionists of any sort because these races the Players Handbook. It lists the have a predisposition toward the illusionist When can my fighter/illusionist maximum dexterity for half-orcs as profession. Elves, who can be druid/magic- use weapon specialization? Are 14, but the AD&D game errata pub- users, can’t become illusionists at all. there any penalties for doing so? lished in DRAGON issue #35 lists the Your fighter/illusionist might not be able maximum dexterity as 17. Which races can become magic- to use weapon specialization at all. If he is You have indeed found a mistake in the user/assassins? a multiclassed fighter/illusionist (and there- Players Handbook. Half-orcs do have a Dark, gray, high, valley, and wood elves fore a gnome, the only race in which this maximum dexterity of 17. may become magic-user/assassins. combination is allowed) he is not single- classed and cannot specialize. Do elves get their 66 2/3% surprise I have a human 2nd-level fighter/ If he is a dual-classed human he may ability when wearing elfin chain 8th-level cleric (using the dual- specialize only if he was an illusionist first. mail? classed rules from the Players If the character started play as an illusion- No; elfin chain mail and all other metallic Handbook). Can he use edged weap- ist, he could specialize in a weapon when armors negate the surprise ability. ons? Is there any penalty for their he began learning the fighter class, and use? would not incur any penalty except that the answers to these questions depend he would have an illusionist’s hit points on which class the character followed (see the Players Handbook, page 33). 68 NOVEMBER 1988

by Ed Greenwood fall due to the size and length of the sting. This action, however, is counterbalanced by the heavy body of the creature. The strike of this sting is terrifically powerful, being able to pierce any armor and stun opponents smaller than man-size for 1-2 rounds. The stinger does 6-9 hp damage per strike; it also injects a venom that reacts with a victim’s blood to para- lyze it in the round immediately following a sting-strike. At this point, the victim is slowed to half-normal movement rates and attacks (as per the third-level magic-user spell). As the victim’s body reacts to the venom, a saving throw vs. poison must be made. Success means that the victim is slowed for another round, then recovers. Failure means that paralysis takes place immediately, lasting 1-6 hours, and is then followed by a round of slowed movement prior to recovery. The complex venom of the lurker reacts unpredictably with all Rare beasts of the victims. Hence, a successful save vs. one strike does not mean immunity to the FORGOTTEN REALMS™ setting venom of a subsequent strike, nor does paralysis from one strike mean paralysis from all others. A number of creatures found in every fantasy world are unique A lurker eats by means of a tiny mouth to that world alone. Our files have revealed a few rare creatures that inhabit the on its underside, an iris of razor-sharp FORGOTTEN REALMS™ setting and no other known world — all described by the creator teeth that resembles the beak of an octo- of the Realms himself, Ed Greenwood. pus. These teeth do 1 hp damage per round to any opponent with which they come in contact. The lurker can bite through hide, hair, skin, or leather armor; it cannot bite through metal, however. The strike and bite of a lurker are utterly silent unless metal is struck. Lock lurkers are so named because they are often employed as guardians of chests and doors to strike unwary interlopers through large keyholes. Assassins have placed them under inkwells and other items where victims are sure to come within striking distance. Lock-lurker ven- om is valued by alchemists as an ingredi- ent in the spell ink of the slow spell and in certain potions and magical processes. A lock lurker injects only a small part of its venom with each strike, and can so strike 40 or so times in any one-day period with- out its venom being exhausted. Venom and ingested food are held in expandable body LOCK LURKER This tiny creature has been the of sacks on the Ethereal plane, being trans- many thieves and tomb-robbers, and it is ferred by the lock lurker in a method not FREQUENCY: Rare sometimes deliberately placed as a guard- yet fully understood. NO. APPEARING: 1 ian against such. Appearing normally as an Lock-lurker bodies are an essential ARMOR CLASS: 3 inch-long, coinlike, coppery disc, a lock ingredient of oil of etherealness. As a MOVE: 8” lurker has two rows of tiny, retractable result, a well-preserved body will gamer 2 HIT DICE: 1+3 legs on its underside, each of which ends gp (6 gp if its sting is recovered, too, and % IN LAIR: See below in a small suction cup. On one edge of the not left behind on the Ethereal plane). TREASURE TYPE: Often found with large coinlike body is a lightning-fast stinger Lock-lurker venom brings about 10 gp per hoards (e.g., A, H, O, or Z) that sometimes reaches a length of 12”. flask from those few alchemists who know NO. OF ATTACKS: 1 bite or 1 sting When the lock lurker is at rest, this it for what it is: a clear, viscous fluid that DAMAGE/ATTACK: 2 or 6-9 stinger is concealed from sight, as it exists has a gummy texture and smells some- SPECIAL ATTACKS: Paralyzing venom in on the Ethereal plane (where it can also what like fresh crab or seaweed. Lock- sting strike); it is only brought into existence in lurker egg sacks bring 25 gp or so on the SPECIAL DEFENSES: Nil the Prime Material plane to launch an open market. MAGIC RESISTANCE: Standard attack. When so materialized, the sting The stinger of a lock lurker can be INTELLIGENCE: Low looks like a ‘s segmented tail, attacked on the Prime Material plane only ALIGNMENT: Neutral curving upward from the disclike body of when it materializes there. On the Ethere- SIZE: S (1" body, sting up to 12") the lurker. When using the stinger, it looks al plane, all of a lock lurker can be PSIONIC ABILITY: Nil as though the lurker will overbalance and attacked, except when the stinger passes

70 NOVEMBER 1988 into the Prime Material plane (which it can had a wisdom of 25, as per Legends & always do, once per round, despite any Lore, page 7. A lybbarde fights to defend physical or magical restraints placed upon itself, its mate and young, or its lair, to it in either plane). Lock-lurker attacks and gain food. It breaks off or avoids combat venom have identical effects on the Ethe- when it judges its chances of success to be real plane. Lock lurkers can see up to 6” too slim to be worth the danger. (with infravision) on either plane. A lybbarde can spring up to 30' horizon Lock lurkers are solitary creatures. They tally and 20" vertically, and can fight for wander slowly, pausing wherever they hours without tiring. The lybbarde regen- find a good feeding location. Lock lurkers erates 2 hp per day regardless of how can tolerate extremes of heat and cold, much rest it receives. Adult lybbardes including the conditions found in smoke- cannot be tamed, but young lybbardes (if houses, ovens, and cold-room freezers. trained from birth) have a 40% chance to Lock lurkers are hermaphroditic; when- be made into obedient, diligent guardians. ever two adult lock lurkers meet, they A lybbarde has a special and formidable mate and pass on. One to four months combat ability. Its long, prehensile, - after mating, each lock lurker lays an egg like tail ends in a tuft of hair. Its touch sack of 10-120 tiny eggs, 60% of which are (successful “to hit” roll required) slows fertile. These are left untended and hatch creature, as per the third-level magic-user in 1d6 weeks. Typically, each egg sack spell; a save vs. breath weapon at - 2 produces 6-18 survivors. The surviving negates its effects. The effects of this slow lurkers eat each other and unhatched eggs last for one round, during which the lyb- until they are fully mobile, whereupon barde can make double the number of they wander off in search of food. They normal attacks against that victim alone. never again fight each other and become Only one creature per round can be mature within two years. slowed. Lock lurkers are usually copper or This creature is thought to live up to bronze in color but may be of a gold or 60 years. Naturalists report that silver hue 25% of the time. Lock lurkers a lybbarde tail loses its slow are able to regenerate a lost or damaged ability immediately after being stinger, but this is a slow process. severed or after the lybbarde dies, and that a lybbarde that loses its tail regenerates a new one very slowly, regain- LYBBARDE ing its ability to slow as much as one year after losing its tail. Magic-users report that FREQUENCY: Rare lybbardes seem unaffected by haste or NO. APPEARING: 70% of 1, 20% of 2, 10% slow spells cast upon them, or by the tails MOVE: 11" of 3-6 of other lybbardes. HIT DICE: 4 + 4 to 6 + 6 ARMOR CLASS: 5 Lybbardes are usually solitary hunters, % IN LAIR: 20% MOVE: 14” although mated pairs may be encountered TREASURE TYPE: Nil, though often found HIT DICE: 5 20% of the time. Lybbardes seek out and near metallic treasures such as coins % IN LAIR: 15% live with others of their rare breed, and NO. OF ATTACKS: 1 TREASURE TYPE: Nil gather against strong foes in hunting DAMAGE/ATTACK: 3-12 NO. OF ATTACKS: 2 claws and 1 bite packs of up to half a dozen. If encoun- SPECIAL ATTACKS: Magnetism DAMAGE/ATTACK: 1-4/1-4/2-8 tered in their lairs, lybbardes have 1-4 SPECIAL DEFENSES: Magnetism SPECIAL ATTACKS: Rear claws rake for young (HD 2, half damage on all attacks, MAGIC RESISTANCE: Standard 2-8/2-8 no slow power), who are ferociously INTELLIGENCE: Low SPECIAL DEFENSES: Surprised only on a defended by their parents. Lybbarde lairs ALIGNMENT: Neutral 1; see below never contain treasure because lybbardes SIZE: L (12-26’ long) MAGIC RESISTANCE: See below always eat outside their lairs (so as not to PSIONIC ABILITY: Nil INTELLIGENCE: Low to average draw attention to the location of their ALIGNMENT: Neutral abodes). Lybbarde young grow to full The metalmaster is a large, sluglike SIZE: L power within a year, and thereafter may creature that eats only large, red-blooded PSIONIC ABILITY: Nil establish a lair near that of their parents. prey, such as livestock and humans. It Lybbardes are huge, sleek cats of up to gains its name from its strange ability to Celebrated by heralds for its courage 7’ body length (with tails up to an addi- generate (or manipulate existing) magnetic and fortitude, the lybbarde is one of the tional 6’ in length). Their coats are black to fields to alternately attract or repel metal. most feared predators of the wastelands. dark brown on their heads, backs, and This ability has a 90’ effective radius These giant cats resemble a cross between flanks, with mottled tan and brown belly (increased to 150’ if a metalmaster affects a panther and a lioness. In battle, they are and legs. The tail is always dark, and its a magnetic field of natural or magical utterly fearless and totally silent. Although tuft is light tan in color. Lybbardes have origin). Incredibly, all metals, even nonfer- a lybbarde’s intelligence is rarely greater large, glowing green eyes and many teeth. rous ones such as gold, are affected by a than that of most humans, the lybbarde is Savage tribes value and wear these teeth metalmaster’s magnetic manipulations. always well aware of its own powers and in necklaces and bracelets. A metalmaster can either attract or uses them with great cunning. Moreover, repel metal from round to round. Attrac- its judgment is unaffected by pain — it is tion draws unsecured metallic objects never enraged, and never blinded or mad- METALMASTER toward the metalmaster. Small, secured dened by pain or circumstance. objects (up to 20 gp weight) are unaffected Although it possesses standard magic FREQUENCY: Rare unless the strap, flap, or other device resistance, the lybbarde is immune to any NO. APPEARING: 1 (10% of 2) securing them fails to save vs. normal form of mental control or influence, as if it ARMOR CLASS: 6 blow. In such cases, the objects break free

DRAGON 71 metal, although small pieces ingested accidentally cannot harm it. The metalmaster is usually solitary, and no small or young metalmasters have ever been reported. Specimens have been known to live for over a century (several have been captured for use as guardians, but these have not been trained or tamed, and no known method of doing so exists). A metalmaster sees with 90’ infravision via two eyes posted atop two eyestalks. Fur- thermore, it appears able to smell and hear keenly, and it can sense the direction and distance of fist-size or larger pieces of metal within a 120’ radius by using a strange magnetic-related sense that does not involve its eyes. A metalmaster regenerates rapidly given steady food; for instance, an eyestalk might regenerate in a day or two, and lost hit points are regained at a rate of 1 hp per turn. This creature is also called the “sword slug” and is referred to in songs by the bard Mintiper. Metalmasters lair near metal and favor narrow tunnels where opponents cannot easily reach them. and are pulled toward the metalmaster at unrefined metallic ores. The attraction a rate of 60’ per round. Handheld weap- and repulsion cause no damage to charac- ons of this size or less are wielded at -6 ters themselves. Note, however, that wield- SERPLAR to hit if within the metalmaster’s “reach.” ed weapons may strike unintended created with Jenny Glicksohn Large, unsecured metallic objects (up to targets; anyone within 5’ of a weapon’s 200 gp weight) are dragged at 30’ per wielder has a 20% chance of being FREQUENCY Rare round toward the metalmaster if they are attacked with normal “to hit” rolls if the NO. APPEARING: 1-4 affected at all. Large, secured objects are metalmaster is missed. ARMOR CLASS: 9 unaffected. Grasped or held metallic Small, unsecured objects attracted by a MOVE: 8”//14” objects (like weapons) are wielded at -4 metalmaster never strike its body, instead HIT DICE: 2+2 to 8+8 to hit while being attracted, and charac- taking up orbits around it. Thus, in the 10’ % IN LAIR: 40% ters holding them must roll their strengths around a metalmaster, there often exists a TREASURE TYPE: Nil or less on 1d20 (consider 18/01-18/00 as whirling storm of metal akin to a blade NO. OF ATTACKS: 1 19) or have the object torn free. Magically barrier (see the sixth-level clerical spell). DAMAGE/ATTACK: 4-16 held or secured objects are never affected The cloud deals 4d6 hp damage to all SPECIAL ATTACKS: Envelopment by a metalmaster, and a wall of force or creatures within the area of effect (or 2d6 SPECIAL DEFENSES: Nil similar means prevents metal objects from hp damage if a dexterity check on 1d20 MAGIC RESISTANCE: Standard being snatched away. A metalmaster’s with +4 to the die roll is made) unless INTELLIGENCE: Animal power cannot be avoided by use of blink, such creatures are magically shielded. A jump, or similar spells because the power metalmaster often lurks near hoards of extends into the Ethereal plane. Teleport, metallic treasure (particularly coins), dimension door, and the like, however, which not only attracts prey but also work as means of escape. provides ready-made missiles. The The repulsion ability deflects metallic metalmaster is able to work its magnetism missiles (including arrows with metal at will and without rest. heads) so that they strike at -8 to hit. A metalmaster can also mimic speech Similarly, repulsed metallic weapons are and similar sounds made previously in its wielded at -4 to hit. Characters armored presence (such as cries for help, fragments in any metallic or metal-using armor must of verbal spell-casting, shouted warnings, make a strength check on 1d20 every and so forth). Nevertheless, the metal- round or be forced away 10’; a successful master’s low intelligence often causes check means the character can advance no it to use the wrong sound for the more than 10’ and attack. Characters situation, which may lure by default wearing leather, cloth, or no armor can be by causing great curiosity in intell- prevented from advancing or forced away igent prey. if they carry more than 10-gp weight of A metalmaster is large and leather- metallic weapons or accoutrements (coins, skinned, of sluglike or wormlike belt buckles, bracers and the like). This form, and is dull purple to rust-red occurs at the rate of 5’ per round, if they in hue. Smoky gray or black speci- fail strength rolls on 1d20 each round. mens are sometimes encountered. A metalmaster’s power works on metal, The metalmaster has a large maw whether such metal is magical or not; with sawlike teeth that does 3-12 hp enchantments do not affect the aforemen- damage, and its jaws are strong enough tioned saving throws. This power also to bite through metal. extends to affect traces of metal in rock or A metalmaster does not eat

72 NOVEMBER 1988 SPECIAL ATTACKS: Pounce; see below SPECIAL DEFENSES: Surprised only on a 1 MAGIC RESISTANCE: Standard (but see below) INTELLIGENCE: Average ALIGNMENT: Neutral SIZE: L PSIONIC ABILITY: Nil

The thylacine, or jumping tiger, is a fearless predator that inhabits rocky areas and wooded country. Its favorite prey is man. A solitary hunter, the thylacine likes to leap upon opponents to bite and rend, and it is intelligent enough to rend scrolls, smash glass vessels, break wands, and disable spell-casters and other obvious dangers when attacking a group. The thylacine is immune to charm, fear, and other mind-controlling or influencing magics, and it cannot be mentally sensed or magically summoned. Because of this, its brain and cranial fluids are highly valued for use in the magical ink used in setting down mind blank spells. The thyla- cine is by nature fearless and bold. Other- wise, it is as patient and intelligent as a human, and is thus a hunter of dangerous skill and cunning. It makes full use of natural traps and concealment offered by the land in which it hunts — a circular region roughly 30 miles across. A thylacine has keen infravision (range of 11”), ultravision (range of 9”), and The serplar, also called the sponge worm carrion. The marine serplar lives in circu- regular vision in normal light. Its sense of or “pink ,” has no eyes or mouth. lar, coral-like tubes up to 40’ long which it smell is also keen, and its hearing is equiv- Food and oxygen are sucked into its body creates with its mineral wastes. These alent to a human’s (it can track with 80% through countless tiny, hairlike tentacles. tubes grow up from the bottom like long efficiency). Its coat is a smudgy, smoky- These tentacles exude a highly corrosive reeds and sway with water currents. They gray hue, varying slightly in uneven patch- digestive acid which can consume any- are easily broken by the impact of rocks es, and its eyes are black. If standing thing short of metal or stone. Serplars are and creatures, and they are rich in miner- motionless in woods or among rocks, it is usually found in chimneys, caverns, or als and ores of valuable metals. The well camouflaged and 70% likely to be abandoned dwellings, where they feed marine serplar is sometimes called the unnoticed to casual scrutiny. A thylacine upon soot and charcoal, carrion, mosses “pink ghost,” as one will often leave its has no set lair but enjoys a number of and fungi, and slimes (including green tube behind to drift in the currents in favored rest spots. High rock ledges or slime, which does not harm it). A serplar search of food. If a current is lacking or small, concealed caverns are its first hunts by smell and by sensing vibrations. too weak, or if the serplar senses nearby choices; slightly less desirable are tangled It is immune to heat and cold. The ser- prey and wishes to follow, it flits through thickets around ruins. A thylacine is intel- plar’s digestive acid is highly flammable, the water in the manner of a , flapping ligent enough to conceal the remains of however. As a result, flames do the crea- the flattened edges of its body like wings. prey and to drop coins or other items of ture double damage. A marine serplar cannot survive out of precious metal on trails where they might A serplar’s long, soft pink body can water, but a dry-land specimen suffers no serve as bait. flatten and flow about an obstacle or prey damage if submerged, as long as it can A thylacine can leap 20’ upward and 50’ in an amorphous mass. Air-breathing readily obtain oxygen from the water and ahead (6.5’ if a running start is possible), creatures that are completely enveloped surrounding objects. Serplars grow larger attacking prey on a silent pounce. (It takes suffocate in two rounds (three rounds, if a if food is plentiful and shrink if food is only 1 hp damage per hit dice of falling save vs. poison is made) as the serplar’s scarce. damage, no matter how far it falls.) In body cuts off access to air, then sucks jumping on its prey, the thylacine has a oxygen from the creature. An enveloped + 2 bonus to hit with its front claws if victim takes 9-16 hp damage from the attacking from surprise and rakes with its serplar’s oxygen-draining attack each THYLACINE rear claws if the front two claws catch round. Note that a completely armored hold. Its bite (if the front two claws catch) opponent suffers no damage from FREQUENCY: Rare is at +4 to hit and does maximum damage oxygen-draining by a serplar, NO. APPEARING: 1 (see below) each round that it hits until the thylacine which is still able to smother ARMOR CLASS: 5 is dislodged (bend bars/lift strength the victim. A serplar is not able MOVE: 14” roll required). The front claws automati- to crush or constrict victims, HIT DICE: 4 + 4 cally do the minimum amount of damage however. % IN LAIR: Nil each on each round that they simply hold A Marine variety of the serplar is found TREASURE TYPE: Nil on to its prey. Thylacines avoid attacking on the ocean floor in warm waters, feed- NO. OF ATTACKS: 3 large groups of intelligent-looking prey, ing primarily upon polyps, plants, and DAMAGE/ATTACK: 2-5/2-5/2-22 preferring to pick off solitary beings or

DRAGON 73 those in small, weak-looking groups. One out of five thylacines can cast an illusion (making it appear to be a human or humanoid) upon itself once per day. This simple illusion can be maintained only for 1-3 rounds and is raised to escape pursuit or to approach alert prey. This ability (which gives the thylacine the nick- name of “mantiger”) is a natural change self ability usable by force of will, not as a memorized spell. Because of this crude spell-use, viewers gain a bonus of +2 to saving throws against the illusion. Thylacines seldom mate, doing so only once every dozen years. At this time, mature thylacine are driven by an instinc- tive urge to travel and congregate in iso- lated forests and arctic regions. There, they form huge packs of 10-40 individuals that stay together for months, hunting en masse and howling loudly (thylacine are otherwise silent and stealthy) as they do so. Males then leave and females stay in the pack until the birth of their young, which occurs six months after mating. Young remain with their mothers until full-grown. Then, as the pack breaks up, the young are left to find a hunting range for themselves. Thylacine have been known to live for 70 years, although most come to their untimely (and often violent) ends long before this. Thylacine fur is highly valued in the making of camouflaged cloaks (1-3 gp per pelt), and a thylacine brain brings 25-50 gp in a large city market.

©1988 by John C. Bunnell (Paks for short), who flees an unwanted marriage to become a soldier. This isn’t difficult in Paks’s culture, as companies of contract militia are fairly common; even her sex is no great novelty to the recruit- ers. A period of adjustment is punctuated by inevitable false charges of misconduct, and mysteries and complications gradually ensue, involving Paks’s unusual reactions to magic (a rarity in this time and place) The Role of and an elusive renegade mercenary leader known as the Honeycat. Sheepfarmer’s Daughter is (of course) the first book in a trilogy, so Moon leaves the usual lingering plot strands at the Books volume’s conclusion. But loose ends and all, the novel is a gold mine of useful and readily adaptable-military lore. The world Moon portrays would make a thoroughly viable if magic-poor . On a less ambitious scale, gamers could easily transplant aspects of her mercenary troops into their own worlds. The problem with most war stories is that they appeal to a fairly limited audi- ence. That audience will appreciate Sheep- farmer’s Daughter — but those who don’t usually enjoy war stories may also find the book appealing. That’s a rare phenome- non, and Elizabeth Moon gets high marks for achieving it.

THE THREE-MINUTE UNIVERSE Barbara Paul Pocket 0-671-65816-6 $3.95 The problems with The Three-Minute Universe have very little to do with the fact that it’s a Star Trek novel. They’d be problems in any science-fiction adventure, whether book or RPG scenario. Author Barbara Paul, known chiefly for her mys- teries, frustrates readers to no end with her scientific lapses in logic. According to Paul, the U.S.S. Enterprise can save the universe from a that makes a look like a stutter- ing Bic lighter — by capturing a “baryon reverter," pointing it at the rip in space- time, and spraying on the submolecular equivalent of Krazy Glue. Reasonably, the U.S.S. Enterprise can barely get within Saving the universe, spray range of the rip in space-time with- out being fried by the heat. Unreasonably, saving the kingdom, and it isn’t worried about the spectacular waves of hard radiation that surely extend saving the Appaloosa well beyond this heat perimeter. In short, Paul’s solution couldn’t possibly work in SHEEPFARMER’S DAUGHTER would-be soldier Paksenarrion’s experi- the conditions she describes. Elizabeth Moon ences, the result isn’t quite the “gritty” That might not be a fatal flaw by itself; Baen 0-671-65416-0 $3.95 yarn the blurb writer promises. Instead of Star Trek has always tended to skate over Don’t believe Judith Tarr when she says, painting mercenary life in angry gray technicalities in the interests of exploring on the flyleaf of Sheepfarmer’s Daughter, green — like so much of today’s Vietnam challenging themes. Paul’s other plotline that Elizabeth Moon’s novel is a sort of literature and film — Moon adopts a has such ambitions, but it suffers from a spiritual sequel to Tolkien’s Lord of the matter-of-fact, easygoing attitude well severe case of back-pedaling. Rings. Though well meant, the compliment suited to a world in which war is just The Sackers, as Paul initially describes misses its mark. Do believe her, though, another profession. This isn’t to say that them, are amoeboid aliens whose bodies when she praises Moon for crafting a tale Moon minimizes the mercenary lifestyle’s are physically repulsive to most Federation of medieval mercenaries with a keenly inherent violence — the novel has plenty members. It isn’t just visual ugliness; a authentic atmosphere. of solid action. But she approaches that Sacker’s touch burns human skin, its voice Yet while Moon’s experiences in the U.S. violence with neither cynicism nor gloom, is painfully shrill, and humans aboard Marines (noted in a back-cover biography) and that’s unusual in military fantasy. Sacker spacecraft must live in refrigerated have clearly benefited her portrayal of Moon focuses squarely on Paksenarrion quarters.

76 NOVEMBER 1988 That’s a solid SF premise: How might we players took on rabbit identities. I can’t deal with a race with which we really prove it, but I suspect that B&B game can’t co-exist? Prejudice isn’t the problem players soon found that realistic talking because it’s an emotional response, not a rabbits weren’t terribly exciting to play, physical one. But that’s how Paul treats the while entertaining talking rabbits weren’t matter, and she must minimize the physi- that different from elves and halflings. A cal imbalances to make her thematic argu- similar moral may apply to The Heavenly ment credible. The attempt only highlights Horse from the Outermost West. Structur- the inherent contradictions and fails to ally, the novel is a sound traditional fanta- address the emotional consequences of the sy, but that reliance on the classic mold Sackers’ solutions. severely undercuts its ability to succeed as Paul doesn’t do badly at portraying Star a distinctively horsey tale. Trek’s familiar characters; her dialogue for Kirk may not ring true, but she knows WHEN H.A.R.L.I.E. WAS ONE: how he and his crew will act. Unfortu- RELEASE 2.0 nately, beloved characters aren’t enough David Gerrold to sustain belief in the dangers of The Bantam Spectra 0-553-26465-6 $3.95 Three-Minute Universe, and readers are The ground rules for this column say better off bypassing this Star Trek tale, that all of the material discussed here just as SF gamers are better off bypassing should have some sort of connection to poorly constructed RPG campaigns. gaming. I sometimes stretch that rule for the sake of an especially good book, and I THE HEAVENLY HORSE FROM THE originally thought I’d have to stretch con- OUTERMOST WEST siderably to justify including this book. Mary Stanton Then I reread the last chapter — and Baen 0-671-65410-1 $3.95 realized that while I didn’t need to stretch The horses I’ve known were mostly at all, I couldn’t possibly explain the con- working ranch animals, not the carefully nection without ruining the ending. trained and bred equestrian competitors I could argue that computer gamers featured in Mary Stanton’s novel. I suspect should be interested in H.A.R.L.I.E., since that explains why I disagree with the eight his language-handling software is probably big-name authors who believe (according descended from the increasingly clever to the flyleaf) that The Heavenly Horse parsers found in today’s interactive fiction. from the Outermost West is the greatest I could argue that TOP SECRET/S.I.™ game thing to hit fantasy since talking rabbits. players should be interested in potential Watership Down made talking rabbits scenarios built around his potentially respectable because author Richard disastrous abilities as an electronic hacker Adams gave rabbits a culture they might — abilities that nearly get H.A.R.L.I.E. shut have evolved for themselves. By contrast, down. Both observations are true, but Mary Stanton’s cosmology seems deriva- they barely touch the edges of Gerrold’s tive; it portrays horse civilization as real story. humans would create it, not as it might The novel is classic science fiction in that naturally arise. Her horses are extremely it takes its plot from pure scientific extrap- breed-conscious, and their supposedly olation. There are no three-eyed aliens, no prehuman religion has invented barns to evil dictators (at least not in the usual house the evil Dark Horse. (Oddly enough, sense), and no weapons. Those humanity itself is generally seen as benign.) expecting lots of action and breakneck The story Stanton tells is good enough chase scenes should look elsewhere, but on its own terms, as various exceptional those who equate hard technical SF with horses complicate the routine lives of the “boring” will be surprised. Gerrold can do Bishop Farm herd. Shows, new foals, and wonders with dialogue, and the long bouts children’s riding lessons take a back seat to of snappy repartee carry a surprisingly the mystery surrounding Duchess, the thought-provoking punch. visions of El Arat, and the mission of the When H.A.R.L.I.E. Was One was original- Dancer. The author has a good ear for ly published in 1972 to very good reviews names, effectively matching rhythms of (and placed second that year for the pres- CHILD OF THE GROVE personality to those of description. And tigious Hugo award). The current edition Tanya Huff the plot flows clearly, if sometimes at (dubbed “Release 2.0”) thoroughly updates DAW 0-88677-272-9 $3.50 uneven speed, toward the requisite con- H.A.R.L.I.E.‘s outdated hardware while Any entertainer who leaves her audi- frontation that concludes the tale. retaining Gerrold’s impressive exploration ence wanting more of the same is usually The premise, however, is ultimately one- of the nature of electronic intelligence. As doing a very good job, and Tanya Huff dimensional. The quest to reestablish the computer technology advances, the book certainly leaves readers wanting to know Appaloosa bloodline is an equestrian’s could very well become the predictive more about the characters who populate invention; cow ponies, draft horses, and science fiction that actually comes true. Child of thy Grove Huff’s case, however, is wild mavericks have little place in Stan- That’s both a frightening and a pro- unusual. One wants to know “What hap- ton’s narrative, and their omission makes foundly hopeful thought, because Ger- pened in between?” rather than “What Heavenly Horse an incomplete portrait of rold’s H.A.R.L.I.E. has software so happened next?” the equine kingdom. dangerous we may not want to invent it — The book’s structure is very peculiar, Veteran gamers may recall FGU’s BUN- and so important that we may have to resembling nothing so much as a trilogy NIES & BURROWS™ game (undoubtedly invent it anyway. Which brings matters with large chunks of the middle left out inspired by Watership Down) in which back to that ending I can’t reveal. Five chapters (plus one interlude) focus on

DRAGON 77 young Prince Rael, heir to a kingdom paused respectfully at the cleverness of knightly quests for honor and . The threatened by a powerful and subtle wiz- the poetess Shonasaki. And I was properly Blind Knight also adds an additional ten- ard several countries over. Two chapters awed by the grandeur and simplicity of sion to the mixture, as the traditional take up the story four generations later, as the Great Kami, Amaterasu, and her hum- values of Arthur’s day find themselves Princess Tayer rediscovers her family’s ble avatar. tested in an England several generations heritage. Only in the second interlude, I may say with certainty honored story- removed from their origins. Van Asten’s nearly halfway into the novel, does Tayer’s teller, that I have been entertained. I quite language manages to reflect both the daughter Crystal (the title character) strongly suspect that, wherever he may formality of the Arthurian element and assume center stage. be, the Lord Buddha is smiling and shifting the rougher, more intrigue-laced tones of What Huff accomplishes with her cast in the sands of karma in your favor. And as Angevin nobility. the space she is given is significant. Each for the matter of Heaven, there is no more There is not quite enough vision in the of the three would-be lead players could to say — for I shall read The Nightingale tale to make it more than a satisfying easily sustain a book alone, and each not merely once more but many times, afternoon’s excursion into another age. comes from a different mold. Rael is a whenever I wish to visit the utterly But Van Asten is a wise and observant quiet but driven youth with an intense entrancing world within its pages. . . . tourguide, and players of such role-playing dislike for violence despite his skills as a Very little explanation need be added to games as Chaosium’s PENDRAGON game warrior. Tayer is capable of great devotion the reader’s remarks, clearly made in should find the vacation worth taking. but must discover the best direction to response to author Kara Dalkey’s brief and focus her mind and heart. And Crystal, stylish prologue to her ingenious and chosen by prophecy as the world’s last meticulously crafted novel. Like its prede- Recurring roles wizard, must lead a lonely dual life that cessors in the Fairy Tales series (a collabo- The flow of graphic novels is increasing, does not promise a comforting future ration between Ace Books and Armadillo and so is the variety. Elfquest: Volume I along either path. Press whose future is mysteriously and (Donning, $5.95) is a reprint of the series Child of the Grove shows a great deal of regrettably uncertain as I write), The that more or less started the trend, but care in construction for all its missing Nightingale is a sophisticated new vision of reduced to a less bulky, less expensive elements. Some of the touches, such as the a well-remembered old story. For richness digest size. This one really did start out as outlook of the long-lived dwarf and cen- of atmosphere, Orientally minded gamers a , but the level of detail and taur races, the substantial dryad lore, and won’t find any portrayal of early Imperial color is impressive, and these have the use to which Huff puts dragons, Japan more satisfying than this one. become influential elves. approach standards of development DMs Gate of Ivrel: Fever Dreams (Donning, would do well to emulate in campaigns. $7.95) is second in a series of graphic All of this is encouraging as far as her THE BLIND KNIGHT novels adapting a well-known C. J. Cher- future books are concerned, but the vir- Gail Van Asten ryh book. Jane Fancher’s art for this pro- tues of Tanya Huff’s first fantasy can’t Ace 0-441-06727-1 $3.50 ject is extremely striking — richly detailed, quite compensate for its uneven focus. When is an Arthurian fantasy not an deeply and deftly colored, and reproduced Buying the book is like buying a savings Arthurian fantasy? Just when you’d think in fine style. A classier, more intense bond; it may not bring immediate all the possible changes had been wrought swashbuckler would be difficult to find. rewards, but the talent it represents may on the Pendragon legend, Gail Van Asten Then again, the Thorgal series (Ink improve substantially as it matures. presents readers with a startling sequel to Publishing, $6.95 each) has its own virtues. the traditional tales of Camelot. Technical- These hardback volumes (distinctive in a ly speaking, Mallory Pendragon is Arthur’s mostly paperbound field), translated from THE NIGHTINGALE brother, but his story takes place during European editions, win points for unusu- Kara Dalkey Henry Plantagenet’s reign against a back- ally realistic cover art and straightfor- Ace 0-441-57973-6 $16.95 ground of petty baronial intrigues and ward, smoothly paced stories that younger From a message intercepted on its way fading memories of chivalry’s splendor. readers will find easier to follow than the toward the great city of Minneapolis: In one stroke, that overcomes the great- convoluted plots of more “adult” graphics. A thousand thanks, honored storyteller, est limiting factor facing Arthurian story- The Archers in particular is notable; for the gift of your writings concerning tellers. By springing forward in time to a Thorgal’s generally Norse background and the girl Uguisu, whose music charmed an new generation of characters, Van Asten his encounters in connection with a dan- Emperor. The Nightingale was most pleas- wins the freedom to develop her own plot gerous archery contest are definitely ing to the eye and melodious to the ear, and characters rather than devising yet adaptable to game situations. and I am grateful to you and to your liter- another variation on the familiar romantic The good news in the Department of ary patrons for bringing it to my humble rivalry between Arthur and Lancelot. Yet Concluding Volumes is that The Mage-Born attention. she maintains firm and convincing ties to Child (Bantam Spectra, $3.95) solidly con- Your words transported me, honored the Pendragon legend, as sustained cludes Jonathan Wylie’s trilogy concerning storyteller, to that world of elegance and through the generations by the obscure the Servants of Ark. This series is not a quiet magnificence which existed long Lord Wilfred of Wodensweir (who has at ground-breaker by any means, but it has before the days of daimyos and samurai, least two other very important identities, lived up to its ambitions as a traditional just a few short centuries after the turn of neither of which is Merlin). epic conflict while providing several a calendar not yet known to the Empire Wilfred’s daughter, Rosamund, provides above-average variations on the theme. that was Japan. Music and poetry rustled the romantic interest in the tale. Van Asten The prophecies have been nicely struc- like breezes through my hair, and my eyes treads a tricky line with this character, tured thoughout, and the final volume were captured by images of intricately crossing modern tastes for strong female ends on an unusual note. stitched clothing, gardens of impeccable characters with the need to give her story Perihelion (Ace, $3.50) is less successful tranquility and wildness, and the misty a more traditional chivalric conclusion. as the formerly final volume in the “Isaac shades of those who would return to life While Rosamund is a fierce and outspoken Asimov’s Robot City” series. Far too many from the realms beyond. heroine, she also becomes a loyal wife by questions still remain about these novels — I was lost for a time, honored storyteller, tale’s end, and the blend is unevenly they neither stand firmly on their own nor in the sly plots of the powerful Fujiwara stirred. fit comfortably into Asimov’s own robot clan to ascend the Imperial throne. I That’s a forgivable shortcoming, though, universe. In particular, Perihelion doesn’t strayed headlong into the troubles and in an adventure which is otherwise a work well as a concluding volume; author happinesses of Katte-san and Kuma, and skillful and sensitive recreation of the old William Wu brings in too many new ele-

78 NOVEMBER 1988 ments and leaves too many old threads who assumes the role after reading about mixup, but readers should be aware of the hanging. (Blaming these problems on Wu the fictional detective’s exploits in the overlap. may be unfair; given the six extra books Strand magazine. For sheer audacity, recently tacked onto the concept, his nobody is likely to top this one for quite The role of readers editors may have demanded loose ends.) awhile. DRAGON® Magazine’s editor frequently Unless forthcoming volumes improve Charles de Lint’s latest offering is rela- tells me that response to this column is markedly, this series is no longer worth tively light by his usual standard, but Wolf highly favorable. This is gratifying (said following. Moon (Signet, $3.50) is still a literate and the columnist, massaging his ego) but not Meanwhile, much against my principles, logical variation on the werewolf legend. as useful as it might be. Like other review- I’m finding C. J. Cherryh’s Merovingen While his characterization of werefolk is ers, I value feedback highly, the more Nights shared-world books more and more highly revisionist by AD&D® game stand- honest the better. Are there books out enjoyable. The third of these, Troubled ards, there is still much to be learned from there I’ve been unjustly ignoring? Have I Waters (DAW, $3.50), is less a short-story Kern’s adventures. (Note the unusual part recommended a novel you absolutely collection than a mosaic novel, with Cher- played by the bard in this tale.) couldn’t stand? ryh’s meticulous editing tracing a compli- Finally, The Oathbound (DAW, $3.50) The answers to these and other ques- cated path through the various plots and gives Mercedes Lackey’s readers a whole tions may now start piling up in my mail- counterplots. Roberta Rogow’s “Nessus’ book of stories featuring warrior Tarma box. I can’t promise to write back, and I Shirt” is short but engagingly nasty, and and sorceress Kethry, previously featured can’t promise to review everything that’s Leslie Fish’s tale of minstrel Rif and in short stories and a taped cassette adven- suggested to me, but I will definitely read guardsman Black Cal provides a rousing ture. Their adventures are both enjoyable all the letters mailed to: climax. (I’m still waiting for the novel and well thought out, but one odd matter about Rif.) requires mention. The novel’s copyright John C. Bunnell Esther Friesner continues to offer page indicates that two chapters have 3728 SE 39th Ave. #4 unpredictable twists on fantasy conven- been previously published, a statement Portland OR 97202 tions in two recent novels. Here Be which is technically only half correct and Demons (Ace, $2.95) cleverly brings the potentially confusing. In fact, The Books for possible review may also be business of collecting souls into the Oathbound marks the first publication of directed to the above address, saving the present day, though it isn’t always clear the story “Keys," so that its appearance in Exalted Editor and his minions the chore just where Friesner wants to go with the Marion Zimmer Bradley’s Sword and Sor- of boxing them up and sending them to idea. It isn’t her best work, but it’s still an ceress V (DAW, $3.95) shortly afterward me from Wisconsin. One final note: I work interesting concept. Even stranger and counts as a reprint. Bradley, unfortunately, with a three-month lead time (this Novem- more unusual is Druid’s Blood (Signet, makes no mention of this situation in her ber column is being finished — late — at $3.50), set in a very weird alternate collection. That isn’t necessarily surpris- the beginning of August), so keep this in England where magic works and the local ing, as it’s probable that a rearranged mind as you make suggestions. equivalent of Sherlock Holmes is an actor publishing schedule is to blame for the

DRAGON 79

by Dougal Demokopoliss The Ecology of the Spectator

A promise made is a promise kept — for 101 years

86 NOVEMBER 1988 From Curiosities of Other Worlds, vol- lesser races (i.e., the races of their human spectators are more lawful and philosophi- ume six, by Mage-Lord I. J. Jijaks of the or demi-human summoners), so they cal than their lower-class counterparts Free City of Greyhawk: always try to avoid such guardianship. because they have usually been educated We now come to spectators, which dwell However, a spectator will not return to by their masters to uphold their ideals. In on the plane of Nirvana in either the Nirvana after it has made a promise to order to become a guard for the modrons, Dominion of Lendor1 or in the land of the anyone, because of its lawful-neutral align- a spectator must paralyze a modron rogue modrons. The reader has no doubt read ment; breaking a promise is considered unit (using one of its attack eyes) and turn the basic description of these striking chaotic behavior. A spectator prides itself it over to the local pentadrone regimental creatures in any one of the manuals and on its guardianship and will refuse if a headquarters (the modrons’ law enforc- tomes that catalog the beasts of this world summoner tries to force it to do a job ers). Lendor chooses only the most power- and others. Having performed the usual other than guarding. From the spectator’s ful and intelligent spectators to serve him.3 research required before summoning and viewpoint, it is not lawful for the summon- Unlike modrons, spectators are not interacting with these beholder-like er to force the spectator to perform a job completely lawful neutral, although upper- beings, I am able to share my knowledge other than guarding, as spectators should class spectators come very close to this in hopes that it will prove to be of use to be summoned only to guard. ideal. Lower-class spectators have slightly the reader as well. Once the spectator takes its mission of lawful-good tendencies, while upper-class Spectators are adapted to equal amounts guardianship, the summoning magic-user spectators are more strictly lawful neutral. of light and dark, heat and cold, and liquid deliberately breaks the magic circle and Because of its personal honor, a spectator and solid terrain. (Nirvana is perfectly frees the spectator, allowing it to move will not attack a paralyzed or helpless balanced in all of these qualities.) Specta- over to the treasure to be guarded. The enemy unless the spectator was attacked tors have generous lifespans, and most of creature is free after 101 years to return by trickery or by very cruel means. these creatures live over 1,000 years. to Nirvana. A permanency spell has no Spectators have little personal ambition; Many of these spectators at any given time effect on or the duration of the perhaps their only true goal in life is to are guarding objects throughout the Prime spectator’s guardianship. serve the forces of law as well as possible. Material plane, as they are often com- As a , a spectator’s loyalty to its Since modrons are completely lawful manded to do so by high-level magic-users. summoner’s commands is absolute; it will neutral, most spectators want to serve the Spectators are summoned by the casting guard the place or object for precisely 101 modrons. The greatest pleasures of a of a monster summoning V spell, accompa- years. A spectator always knows when the spectator (and perhaps its only pleasures) nied by the sacrifice of at least three 101 years of service have expired; this is are to thwart chaos, especially modron beholder’s eyes. During the sacrificial rite, tracked by the spectator’s internal , rogue units, and to guard and defend. the beholder’s eyes must first be annihi- actually a lobe on the spectator’s brain What little is known of the internal lated — that is, the eyes must be ground that perfectly measures time. anatomy of the spectator is presented here into a fine powder, then burned into a When a spectator is guarding the place as well. This information on its most black dust. This black dust is then soaked or objects to which it has been assigned, it unique body organs was collected from in oil and placed in a special magic circle. will allow no one to pass that place or the works of several wizards and priests Next, the dust is set aflame. Finally, while examine any objects it is guarding. At the who voyaged to Nirvana and took part in the eye dust is still burning, a small bag is time the summoner assigns the task, he the dissection (with permission) of a spec- placed in the center of the magic circle can make exceptions to these rules, such tator slain by a rogue modron unit. and monster summoning V is cast by the as allowing certain individuals to circum- Levator magnus: The levator magnus is magic-user. (The burning eye dust is used vent these conditions. This rule applies a small, highly magical sphere in the cen- as a material component instead of a can- even to the summoner himself. If the ter of the spectator’s brain (which itself dle.) The bag opens a small one-way gate summoner breaks these rules himself, he lies at the center of the spectator’s round from Nirvana to the plane on which the will be attacked by the spectator. body). This organ gives the spectator its spell is cast. When a spectator attacks, it launches ability to levitate in any direction at 100’ Three segments later, there is a chance spells from three of the four small eyes per minute. No magic negates this effect, that a spectator appears in the center of perched on stalks over its globular body. It although physical forces resulting from the magic circle; for each beholder’s eye so also tries to keep out of melee range for as magic use (such as those created by a gust sacrificed, there is a 10% chance that a long as possible by using its levitation of wind spell) hamper this activity. The spectator is summoned (thus, a base powers. A spectator will teleport to Nirva- juices drained from this organ are some- chance of 30% for three eyes). Three na if all of its eyes have been blinded, but times used as a component in the ink of a segments after the spell has been cast, the if encountered in Nirvana itself and if all scroll of flying or levitation. gate closes again. If summoned into a of its eyes have been blinded, the specta- Brain: The spectator’s brain has the properly created magic circle, the specta- tor attacks with its toothy maw.2 power to generate a magical force using tor awaits instructions from its summoner To a spectator, killing a creature for psionic energy, though the spectator has (which invariably entail the guarding of reasons other than self-defense or duty is no true psionic powers as such. This magi- some item or location). Inside this magic viewed as a chaotic act. Under a specta- cal force is divided into two branches of circle, the spectator is powerless to tele- tor’s sense of justice and law, all creatures power: magical and antimagical. The magi- port to Nirvana, leave the circle physically, have the right to live, so long as they do cal power travels through special nerves or use any other powers besides levitation. not interfere with the spectator’s duties. If to the monster’s top four eyes, which If the circle has not been created properly a spectator accidentally kills a creature for convert the power into spell-like effects. or if the circle is somehow broken before reasons other than self-defense, it usually The antimagical power is carried by the spectator promises to complete its job, wills itself to die, directing its brain’s pow- nerves directly to the creature’s large eye, it teleports back to Nirvana. If the sum- erful energies against itself. causing any spell that strikes the eye to moner gives the spectator a job besides Spectators have two social classes, upper reflect back to the caster. The juices guardianship, the spectator merely states and lower. Lower-class spectators live in drained from the spectator’s brain can be it is unwilling to do so and teleports back otherwise uninhabited sections of Nirvana used as a component in the ink of an anti- to Nirvana as soon as the magic circle is in the Dominion of Lendor or in the magic shell scroll. (It is to my understand- broken. Even if the spectator is given a “modron disk," each residing alone in a ing that the higher sorts of modrons will task concerning guardianship, it will small, vertical cave which is dug out with actually sell or barter the bodies of slain instead teleport to Nirvana unless it actu- the spectator’s mouth. Upper-class specta- spectators to those who would make use ally promises to fulfill its task. tors are those who directly serve Lendor of the corpses for their research, and even Spectators dislike guarding for beings of or serve as guards for the modrons. These some spectators will likewise bargain

DRAGON 87 haps someone more learned than I can fill OF GREYHAWK® setting, these are the in the details another day. . . . elven and human wizards living on the Spindrift Isles. The Suel god Lendor, Game information believed to be an Arch-Mage by many, When a spectator reaches 1,000 years of taught the inhabitants of the Spindrifts age, its four eyes grow very large, and its how to summon spectators. Spectators body becomes small and shriveled. After living in Lendor’s stronghold heard these three months in this state, the spectator rumors of their marine cousins and passed has only 3 + 3 HD; after six months, it has them on to their summoners. only 2 + 2 HD, and its four eyes are twice Although there is such a creature as the as large as they were originally. By this marine spectator, it is cautious and actu- time, the spectator must retire perma- ally avoids eyes of the deep. These marine nently to a cave it has dug, since it can no spectators are also called sea spectators, longer levitate. Upper-class spectators spectators of the sea, or (most commonly) serving the modrons are thrown out of searechters. They dwell in the depths of the upper class at this age, but Lendor’s the ocean and are very rarely encoun- spectators are allowed to stay in his palace tered, and then are nearly always mis- until their deaths. In three more months, taken for eyes of the deep. the spectator’s body is extremely small and If a wizard reseaches the means of sum- shriveled with 1+ 1 HD, and each of its moning a searechter, he finds that one can small eyes has developed four tiny eye- be summoned by the casting of monster stalks. Finally, when a spectator reaches summoning VII spell, with three small eyes 1,001 years of age, nothing is left of its from an eye of the deep employed in place body. At this time, its four eyes fall off of three beholder’s eyes. The wizard must their stalks to become 1 + 1 HD spectators. cause the searechter to appear underwa- These “newborn” spectators have the ter or it will not be brought forth. Few power of the eye from which they came sorcerers has ever tried this summoning plus levitation. They stay in the cave in because of the difficulties in obtaining the which they were born for one year, gain- proper material components. ing an extra eye power and 1 + 1 HD every Searechters have six small eyes on the three months. The spectator with the end of six eyestalks and one large central create food and water ability shares the eye which functions as does a spectator’s food it creates with the others. In the last Each of its small eyes has a spell-like func- three months of the spectators’ stay in the tion, explained as follows. Each power is birth cave, each gains the antimagical usable three times per day and functions power of the large eye. When the specta- as if cast by an 8th-level spell-caster. tors are fully developed after one year, they leave the cave to build lairs of their away the bodies of their kind.) own. Spectators under one year of age or Eye no. Spell Thought-energy enhancer: This organ over 999 years of age are immune to the 1 Airy water multiplies the psionic force generated in monster summoning V spell. 2 Airbolt (new spell) and relays it to the spectator’s 3 Charm monster eyes, providing their powers. 4 Fear (as wand) Stomach: Food and water created by a SEARECHTER 5 Water breathing spectator’s first eye is usually directed (Marine spectator) 6 Paralyzation (as wand) inward through a large passage leading directly to the stomach, where it is digest- FREQUENCY: Very rare ed. If the spectator wishes, food can be NO. APPEARING: 1 In front of each of the searechter’s eyes created by that eye to feed someone else. ARMOR CLASS: Body 6, eyes -1, is a thin, clear shell that has a magical Skin: The skin of a spectator is thick, eyestalks 8 equivalence to + 3 metal. If the searechter lumpy, rubbery, and grayish, with many MOVE: —/20”//40” (B in water, E in air) is killed, this “eye crystal” can be removed blood vessels protruding from its surface. HIT DICE: 6 + 6 and fashioned into small weapons such as If a spectator is killed but not severely % IN LAIR: 35% tips and dagger blades of + 3 value. damaged, the skin can be removed and TREASURE TYPE: See below Likewise, if a strap is somehow attached to fashioned into a suit of armor by an expe- NO. OF ATTACKS: 1 bite the large eye crystal, it can be used as a rienced armorer. The resultant suit is in all DAMAGE/ATTACK: 1-2 + 3 (and transparent) small shield. None- respects the equal of leather armor and is SPECIAL ATTACKS: See below theless, it is difficult to cut and melt this sufficient in size to be of use to a dwarf, SPECIAL DEFENSES: See below material in order to fashion it into weap- gnome, or the like. MAGIC RESISTANCE: 50% ons or defensive items. Finding a way to Little else about these beings is known INTELLIGENCE: High to exceptional do so is difficult and should be left to the to me. I am at a loss to know how they ALIGNMENT: Lawful neutral discretion of the DM. reproduce, what they have in the way of SIZE: L (5½' diameter) Any attack made upon a searechter has religion (though I suspect they worship PSIONIC ABILITY: Special a 50% chance of hitting its body, a 25% Primus or Lendor in their own fashions), Attack/Defense modes: Nil/nil chance of hitting its large eye, and a 25% or even if they have a loose culture. I LEVEL/XP VALUE: VII/865 + 9 hp chance of hitting one of the six small eyes never got around to discussing these mat- on top (with, in the latter case, an 80% ters with the few spectators I had occasion Among a select few wizards (usually chance that the attack hits an eyestalk and to meet. ,I have even heard that a breed of those from coastal cities or who are mas- a 20% chance that it hits one of the small spectators lives in the sea, though this ters of summoning), there are rumors of a eyes directly; which eye is hit is deter- report is surely based upon a mistaken race of marine spectators dedicated to mined at random). A successful hit upon identification of an eye of the deep. Per- slaying eyes of the deep. In the WORLD one of the small eyes blinds that eye and 88 NOVEMBER 1988 Airbolt (Alteration) 1d100 Lair Level: 3 Components: V 01-75 Small sea cave Range: 1“/level CT: 3 segments 76-85 Sunken ship Duration: Instant. ST: None 86-90 Ruins or abandoned lair AE: One target 91-96 Extensive cavern Explanation/Description: By means 97-99 Labyrinth of vortexes to or of this spell, a magic-user is able to from the plane of Elemental create a concentrated blast of air Water roughly 3” in diameter. Using only 00 Vortex leading to the water- verbal components, this spell utilizes filled caverns under Lendor’s the air around it and focuses it into a stronghold on Nirvana powerful beam that may then be directed by the spell-caster. Although this spell works underwater (where stronghold, sea dragon lair, aboleth oxygen exists in a hydrogenated form), city, kraken lair, and many others. A vor- it will not work in a vacuum. Airbolt tex is a gateway leading to or from may be used as an offensive weapon, a another plane. If the vortex leads to the powerful version of gust of wind, or a plane of Elemental Water, there is a 50% modified push spell. Because of the chance that water flows into it (creating a spells concentrated beam, only one whirlpool) and a 50% chance that water creature or item may be targeted per rushes out of it, filling the worlds oceans. spell. Damage for this spell is 1d6 per If the vortex leads to Lendor’s stronghold, level (or 2d6 per level underwater, due it will be full of water and without cur- to the greater ability to concentrate the rent; this is the gateway by which Lendor. spell in this medium). A saving throw brought searechters to this world. vs. spells allows the one attacked to There is a 75% chance that a searechter take half damage. The spell-caster has some creatures enslaved by its charm blows a puff of air as this spell is cast. monster ability. The slaves are usually With regard to the searechter, airbolt humanoid in appearance, such as has a range of 6” in water and 2” in sahuagin. Slaves hunt for and protect the air, and it does 6-36 hp damage in searechter. There are usually 2-12 hit dice water and 3-18 hp damage in air. The of slaves, but usually no one creature with airbolt is not as potent in the air over 4 HD (2 HD is the average slave’s because it diffuses, whereas the spell is level). Searechters do not usually have enhanced by the dense medium of treasure except that of their slaves or the water. A saving throw vs. spells allows treasure in the sunken ship or ruins they the target creature to dodge a portion may inhabit. of the spells blast. The bolt is guided by The coloration of a searechter is either sight, so a blinded searechter cannot dark blue or black. Its body is similar in cast this spell. appearance to an eye of the deep’s, with three eyestalks on each side of the body and two fins on its back like the wings of a ruins its power until it regenerates. Eye- messenger monodrone. stalks take 5 hp damage before being severed, but the eyestalk and the eye on Footnotes the end regrow within one day. The large 1 See DRAGON® issue #86 for more eye takes 5 hp damage until it is destroyed information on the Suel deity Lendor. and takes two days to regenerate. 2 The spectator attacks with only a -2 A searechter never voluntarily goes out on its “to hit” rolls because of its ability to of the water and only rarely enters waters psionically sense intelligent opponents, less than 15,000’ in depth. For every though the spectator does not have any 1,000’ closer to the surface than 15,000’, other psionic abilities. In this manner, the the searechter takes 1 hp damage per spectator gains an accurate idea of where turn; above the surface of the water, it its enemies are located. If the spectator is takes 2 hp damage per round. This is a attacking a creature with no brain, such as result of the expansion of the searechter’s a golem or a skeleton, it suffers the usual internal gases. These damage figures are -4 penalty on “to hit” rolls. given in case the searechter is somehow 3 When a magic-user summons a specta- brought into shallow waters or to the tor, the DM should roll percentile dice to surface. In the water, searechters are very determine the class of spectator. A roll of agile; however, in the air they have less 01-75 means a lower-class spectator movement control because of the damage appears; a roll of 76-99 means an upper- they take from being out of water and class spectator appears; and a result of 00 because of their increased speed. means the magic-user has summoned one Searechters usually live in small sea of Lendor’s favorite spectators (which has caves, but there is a 25% chance they will 36 hp and high intelligence). In this latter live in different lairs. Roll the percentile case, Lendor will eventually come to the dice on the following table to determine Prime Material plane, release the spectator the lair of each: from its bondage, and return to Nirvana Ruins or abandoned lairs could include a with his elite spectator, without bothering ruined storm giant palace, morkoth lair, the summoner further. DRAGON 89 by David “Zeb” Cook The Game Wizards

Back from beyond: progress on the second-edition AD&D® game

I am not a rules lawyer. I never want to rude and say it (but sometimes do any- nature as a designer. Given complete free- be a rules lawyer. You know the type — way). After several hours, you come out of dom, I would change a lot of things about the person who insists that every situation it feeling like you’ve strengthened your the second-edition game. Jon, in my opin- that could ever come up in your game be moral fiber. After several months of play- , is at the other extreme. He claims to followed exactly by the rules; who won’t testing comments, we’ll come out with a actually play AD&D games using all the let your character try something just strengthened second edition — and a small rules exactly as they are written. Conse- because it’s not in the rules and therefore case of insanity. quently, he is my perfect foil — or, better must not be allowed; who follows every Do I think the playtesters are rules law- yet, my counterbalance. Every time I go rule literally as it is written (no matter yers? Certainly not. (Well, perhaps some too far to the “Let’s make this change what the result); who argues endlessly are — but not all.) I am sure that they because it’s great (i.e., my idea)” extreme, about a minor point until fellow players create and play entertaining, lively, and Jon counters with the “Let’s not change it either give in or bop him over the head a exciting adventures. But that’s not what if it isn’t broken” creed. He continually few times (I do that every once in a while) playtesting is all about. brings me back to consider what this game — in short, a rules lawyer. Playtesting is the gaming equivalent of is all about and why people play it. This Fortunately, rules lawyers (perhaps we passing the bar exam. If you make it, doesn’t mean that he is always right or should scientifically name them: rulius you’re in; if you fail, it’s back to the books. that I’m always forgetting why people like magistarius) don’t simply spring to life, And one of the things taught in law school AD&D games, but he is a useful balance to newly endowed with their hairsplitting is that it’s the argument that counts, not make sure that all viewpoints in the senses through some arcane genetic code. whether you’re right or wrong. The second-edition project are fairly heard. No, we can safely say they are products of AD&D game’s second-edition design draft As mentioned above, Jon ran the play- their environment. Perhaps weaned on is, in some ways, my test to pass the gam- testing of the second-edition rules. This games by fellow gamers, they develop a ing bar exam. As you may have guessed, it doesn’t mean he was out there running desire to play games correctly, never inter- hasn’t been easy. playtesting games himself (Jon worked preting the rules differently from session So, what has been going on to reduce hard, but not that hard), but he estab- to session. This leads them to discover so- me to a state of raving madness? A mas- lished and monitored our playtesting called “fatal flaws in design” — gaps, con- sive playtesting campaign, that’s what. In groups. These groups had players just like tradictions, and unanswered areas in a the months that have passed since anyone you, RPGA™ Network members who vol- game that the designer never thought last reported to you on the progress of the unteered to take part in our work. All worth detailing. From there, it’s only a second-edition project, quite a bit has told, Jon worked with about 20-30 groups. small leap to extrapolating from the rules happened. I wrapped up most, but not all, Now, I don’t know exact numbers, but if to fill all those gaps, neat and tidy. of the first design draft in January or each group had an average of six players, So, what’s all this ranting got to do with February of this year (its been so long that that means about 100-200 players actually the second-edition AD&D game? In a word I can’t remember). I actually got a break did the playtesting. Furthermore, they did — playtesting. from this work and designed some wildly the playtesting for eight months or more. Now, before all the playtesters get me different things — the BULLWINKLE & On top of that, we have 10 years of com- wrong and proceed to line up and kill me ROCKY™ roleplaying party game and Com- ments, suggestions, criticisms, letters, (though they still have to wait their turn mando, a TOP SECRET/S.I.™ game supple- DRAGON® Magazine articles, and two GEN until the defenders of the cavalier and ment. But even while I was sleeping, work CON® game fairs (and several regional barbarian classes are done), let me say in was being done on the second-edition conventions) that solicited your views. great big letters: I LIKE MY PLAYTESTERS! project. Thus, you have the most thoroughly play- I am very thankful to have them. Without Most of that work was done by Jon tested and developed game done yet by their efforts, more than a few egregious Pickens. Jon’s filled several roles on the TSR, Inc. (I won’t be so rash as to claim errors and ideas would have slipped project. He handles a lot of the research that it’s the most thoroughly playtested through the cracks of the second-edition that needs to be done (yes, there is and designed game in the industry, but I process. Yet wading through the moun- research), coordinated the playtesting think there are few games out there that tains of 3 x 5 cards showing their com- groups, and acts as a staunch defender of have received as much attention.) ments is like spending the evening with a the conservative view of the AD&D game. From all these playtesting groups, Jon distant aunt and uncle — the ones who Now, as you may guess from previous has been collecting criticisms, comments, want to like you, but don’t really know columns, I have always treated the AD&D and loopholes. Each one, no matter how you and would never let their son dress game rules as something less than rigid, trivial or small, is noted on a 3 x 5 card that way even if they don’t want to be sacrosanct, and untouchable; it’s in my and sorted according to subject. Jon has

90 NOVEMBER 1988 collected thousands of these cards. From for retaining material we had decided to some of the playtesters, he got longer cut (and some of it is going to come back comments — letters, reports, and even as a result). They pointed out awkward small books. These, too, he boiled down to wordings and repetitions, although fortu- 3 x 5 cards. nately that is the editor’s task to fix, not Our playtesting has now reached an mine. end. We are still some months away from Am I always wrong? Are the playtesters releasing the new books, but there are still always right? Not every time. More than several stages left to go. That’s where the once (more than twice, even), the playtes- playtesters, Jon’s 3 x 5 cards, and my ters don’t agree. Some like level limits on ranting all come together in a big crash. character races; some don’t. Some want We didn’t do this playtesting just to look the limits higher; some want the limits important, and Jon didn’t note each com- lower; some don’t want them at all. Some ment on a card just to pass the time. Each groups think encumbrance and casting card and comment has to be evaluated, times should be standard rules; others considered, and (when necessary) incorpo- agree with me and see them as optional. rated into the manuscripts to get changes There are those who want more complex- and improvements into the second edition. ity in combat with critical hits, hit loca- As the designer and developer, this last tions, and specific damage; others argue part is what I’ve been doing. that combat is already too complex and At this year’s GEN CON games fair, an should be made simpler. That’s why I, the unknown playtester complained to my designer, have to go through each com- boss that all of the playtesting of the sec- ment. Choices still have to be made ond edition was being ignored. I don’t between doing a certain thing one way know what this person’s reasoning was, and doing it the another. Often the argu- because I wasn’t there (and I’m glad I ments for changing what I have already wasn’t there; if I had been, the convention written are good and strong. Sometimes might have had its first homicide). By that it’s just a matter of personal taste. These time I had already spent an entire month are the times when I have to make the going through playtesting comments, final decision. inputting changes and listening to what And, every so often in going through the our players were saying. Since then, I’ve cards, I find a little moral support and spent another two months doing the same praise — usually when I’m feeling at my thing. Don’t let anyone kid you — the lowest ebb. I’ll come across a card with playtesters have been heard, and it has “Nice job” or “We like this” — and that made a difference. helps. It really does. Still, three months of going through 3 x 5 cards may not seem like enough to make a person crazy. But remember, as I said earlier, playtesting does something to people. The playtesters are no longer just looking at a game to see if they like it. They have an important responsibility to find all the little things that might be wrong, noting what rules work and what rules don’t, and to tell us. If they didn’t do these things, they wouldn’t be good play- testers. Fortunately, they are good playtes- ters. They are incredibly critical, picky, and blunt, which is just what they should be — but they are awfully hard on a poor designer’s ego. Just what have our playtesters accom- plished? They noted, en masse, the error that caused magic-users who made their saving throws to still blow their spells (with graphic descriptions of what this could do to the game). They pointed out the problems with trying to change the monetary system to a more “medieval” economy. They took apart and reassem- bled the game systems for running, over- land movement, sighting, swimming, and climbing. They told us if I was making things too complex — encumbrance was a particular concern here. They located contradictions in different parts of the text — the height and age of elves, for instance, tended to vary from section to section. They requested more detail about things like spell books, alignment, paladin powers, and thief abilities. They argued 92 NOVEMBER 1988 DRAGON 93 * indicates a product produced by a company other than TSR, prizes will be given away every hour. Admission Convention Calendar Policies Inc. Most product names are trademarks owned by the is $5 for one or both days; there are no game companies publishing those products. The use of the name of fees. Send an SASE to: ROCK-CON XV GAME any product without mention of its trademark status should not This column is a service to our readers be construed as a challenge to such status. FAIR, 14225 Hansberry Road, Rockton IL 61072. worldwide. Anyone may place a free listing for a game convention here, but the fallow- OMNICON 1988, November 4-6 November 5-6 ing guidelines must be observed. Sponsored by the North Carolina State Univer- SAN ANTONIO FANFAIR, Bulldog Productions presents this small, fun In order to ensure that all convention sity Science Fiction Society, this science-fiction, comic-book, science-fiction, and film convention, listings contain accurate and timely infor- fantasy, and gaming convention will be held on to be held at a hotel to be announced. More mation, all material should be either typed the North Carolina State University campus in than 60 dealers’ tables, more than a dozen double-spaced or printed legibly on stand- Raleigh, N.C. Miniatures, role-playing, and board guests of honor, a masquerade, 24-hour gaming ard manuscript paper. The contents of games are featured, with two RPGA™ Network sessions, 24-hour video rooms, writers’ work- each listing must be short, succinct, and AD&D® tournaments and a CHILL* tournament shops, an open convention suite, and a huge under 150 words long. (and possibly others). Science-fiction and fantasy Saturday night party will be featured events. The information given in the listing must literature will also be featured. A door-prize The anticipated attendance for this convention include the following, in this order: drawing will be held. Registration is $2 for one is 600. Tables are available for $50-60. Admis- 1. Convention title and dates held; day, or $5 for the weekend. Registration begins sion fees are $4 for Saturday, $3 for Sunday, 2. Site and location; at 5 Friday, and the con closes at 6 Sun- P.M. P.M. and $5 for both days at the door only. Write to: 3. Guests of honor (if applicable); day. Write to: OMNICON 1988, c/o Andrew Bulldog Productions, P.O. Box 820488, Dallas TX 4. Special events offered; Chilton or David Ridout, P.O. Box 98052, Raleigh (214) 349-3367. 5. Registration fees or attendance NC 27624; or call: (919) 847-6758. 75382; or call: requirements; and, 6. Address(es) and telephone number(s) QUAD-CON 88, November 4-6 DALLASCON 88 WINTERFEST where additional information and confirma- The RiverBend Gamers Association will hold November 11-13 tion can be obtained. this convention at the Sheraton Hotel, located at The largest gaming convention in the South- Convention flyers, newsletters, and other 17th Street and 3rd Avenue in Rock Island, Ill. west will be held at the Park Inn International mass-mailed announcements will not be Room rates are at a special nightly rate of $44 Hotel in Irving, Texas. All types of board, minia- considered for use in this column; we for a single and $53 for a double (for reserva- tures, and role-playing game events will be prefer to see a cover letter with the tions, call: (800) 322-9803, or (800) 447-1297 if featured, including a WRG Ancients and announcement as well. No call-in listings calling from outside Illinois). There is over 3,300 AD&D® game tournament. The convention also are accepted. Unless stated otherwise, all square feet of space in the two gaming rooms features a dealers’ room, auction, movies, and dollar values given for U.S. and Canadian and about 2,080 square feet in the dealers’ open gaming. Write to: DALLASCON, P.O. Box conventions are in U.S. currency. room. Featured events include AD&D®, D&D®, 867623, Plano TX 75086. WARNING: We are not responsible for BATTLETECH*, CHAMPIONS*, RECON*, incorrect information sent to us by conven- MARVEL SUPER HEROES®, CALL OF tion staff members. Please check your CTHULHU*, and other games, as well as a SCI CON 10, November 11-13 convention listing carefully! Our wide miniatures-painting contest, microarmor events, Sponsored by the Hampton Roads Science circulation ensures that over a quarter of a an ancients-to-future combat tournament, and a Fiction Association, this science-fiction and million readers worldwide see each issue. costume contest and party (no weapons, please). fantasy convention will be held at the Holiday Accurate information is your responsibility. Prices are $8 for the weekend, if received by Inn Executive Center in Virginia Beach, Va. Copy deadlines are the last Monday of October 1. Otherwise, costs are $10 at the door, David Brin is guest of honor, David Mattingly is each month, two months prior to the on- or $5 per day. Write to: RiverBend Gamers artist guest of honor, Bud Webster is fan guest sale date of an issue. Thus, the copy dead- Association, PO. Box 8421, Moline IL 61265. of honor, and David Cherry is toastmaster. Kelly line for the May 1989 issue is the last Freas and other guests will be in attendance. Monday of March 1989. Announcements Panels, readings, video presentations, a costume for North American and Pacific conventions METROMEET ‘88, November 5 contest, gaming, an art show, and more will also must be mailed to: Convention Calendar, The Gamer’s Guild is sponsoring an all-day be featured. Memberships are $15 until Septem- DRAGON® Magazine, P.O. Box 110, Lake gaming meet at the Fine Arts Building at Mont- ber 30 and $20 at the door. Huckster tables Geneva WI 53147, U.S.A. Announcements gomery College — Rockville Campus, in Rock- (limit of two per customer and including one for Europe must be posted an additional ville, Md. Events include role-playing, board, membership each) are $60 each until September month before the copy to: Con- and miniatures gaming, which start at 10 A.M. 30, and $75 thereafter (if still available). Send an vention Calendar, DRAGON® Magazine, and conclude at midnight. Registration is $10 at SASE to: SCI CON 10, Dept. FA, P.O. Box 9434, TSR UK Limited, The Mill, Rathmore Road, the door. Write to: METROMEET ‘88, c/o Hampton VA 23670. Cambridge CB1 4AD, United Kingdom. Gamer’s Guild, Suite 304, 90 West Montgomery If a convention listing must be changed Avenue, Rockville MD 20850; or call: (301) 424- because the convention has been can- 2115. TULARE-CON 10, November 12 celled, the dates have changed, or incor- This science-fiction, comic-book, and gaming rect information has been printed, please ROCK-CON XV GAME FAIR, November 5-6 convention will be held at the T.D.E.S. Hall in contact us immediately. Most questions or This gaming convention will be held at the Tulare, Calif. Guests of honor will include artists changes should be directed to either Robin Wagon Wheel Resort in Rockton, Ill.; from 10 Ron Lim, Chuck Austen, and Edward Luena. Jenkins or Roger E. Moore at TSR, Inc., A.M. to midnight on Saturday and 10 A.M. to 5 PM. Other guests of honor will include special- (414) 248-3625 (U.S.A.). Questions or on Sunday. Guests of honor will include E. Gary effects designers John Goodwin and Scott Alex- changes concerning European conventions Gygax, , , and Lou Zocchi. ander. Activities will include movies, panels, should be directed to Rik Rose at TSR UK Events will include an RPGA™ Network multi- workshops, and costume, art, and gaming Limited, (0223) 212517 (U.K.). round AD&D® game tournament, a large (40 contests. Admission is free. Write to: Bob Mey- booths) dealers’ room, miniatures events and ers, c/o Bobs Office Supplies and Stationers contests, and the Fifth Annual Rock-Con Auc- (B.O.S.S.), 227 South K Street, Tulare CA 93274; indicates an Australian convention. tion, hosted by Rich Borg. In addition, door or call: (209) 686-2896. 94 NOVEMBER 1988 CONCON: THE CONSTANT CONVENTION Japanimation and video rooms, artists’ and November 13-14 writers’ workshops, readings, a dance, an open This gaming convention is held the second convention suite, and much more. The antici- Saturday of each month at The Gamemaster in pated attendance for this convention is 2,000. Arlington, Mass. This November’s CONCON will Admission fees are $15 for all three days if paid be the first two-day event. Special features will in advance or $20 at the door. Write to: Bulldog include the Northeast Regional BATTLETECH* Productions, P.O. Box 820488, Dallas TX 75382; Championship and CONCON Cup, and the or call: (214) 349-3367. BLOODBOWL* Championship. Other events include WARHAMMER* Fantasy and 40,000 MACQUARIECON ‘88, December 9-11 miniatures battles, historical miniatures events, One of the largest role-playing conventions in and role-playing games. Write to: The Gamemas- Australia will be held on the campus of Mac- ter, 444 Massachusetts Avenue, Arlington MA quarie University, Sydney, Australia, with 02174; or call: (617) 641-1580. AD&D®, CALL OF CTHULHU*, PARANOIA*, WARHAMMER*, and other games. Prizes will be NEBRASKACON, November 18-20 awarded to winners. Registration is $12 (Austra- Nebraska’s largest gaming convention will be lian), with a $5 (Australian) discount for entries LOOKING FOR held at the University of Nebraska, Lincoln, at received before November 1. There is also a $3 MORE GAMERS? the Student Union Ballroom. Steve Jackson will (Australian) fee per game. No entries accepted You may think you’d have to tra- be the guest. For a free preregistration packet, after December 2. Write to: MACQUARIECON send an SASE to: HobbyTown, 6021 South 52nd ‘88, c/o MURPS, Box 83 Student Council, Mac- vel to another planet to find a St. Ct., Lincoln NE 68516 (Att: Jim Lafler). quarie University, Sydney, AUSTRALIA 2109. game convention. Finding friends who are also gamers can be a SILVERCON, November 18-20 EVECON 6, December 30-January 1 problem, too. Put your scoutsuit This science-fiction, fantasy, and gaming Now one of the largest science-fiction, fantasy, away and turn to the Convention convention will feature RPGA™ AD&D® and and gaming conventions, EVECON 6 will be held CHAMPIONS* tournaments (among others), at the National Clarion Hotel in Crystal City, Va. Calendar in this magazine. There open gaming, panel discussions, art displays, a Feature will include our usual assortment of may be a game convention closer benefit auction, a dealers’ room, and more. jugglers, clowns, strolling minstrels, and vaude- to your home than you’d think — Dedicated to the memory of Manley Wade ville acts — not to mention such things as writ- and conventions are a great place Wellman, SILVERCON will donate its profits to ers’ workshops, a computer room, an art show, to find friends who share your in- Mr. Wellman’s widow to help defray her late open gaming, a costume contest, a light show, a husband’s medical bills. Various science-fiction New Year’s extravaganza, and much more. terests. Whether you like board- and fantasy authors and artists may appear, Membership will be $15 (if postmarked before games, role-playing games, with a special emphasis on North Carolina and December 1) and $20 at the door. One-day rates miniature wargames, or just the South, and guests from the gaming and for CastleCon will also be available. Write to: browsing around, a game conven- comics industries are expected. This convention FanTek, Box 128, Aberdeen MD 21001. will be held at the Great Smokies Hilton, tion can be all you’ve hoped for. Asheville, N.C. Memberships for all three days XIII, January 20-22, 1989 Plan to attend one soon. are $20 before November 11, and $25 at the Only slightly delayed, ICON XIII will meet at door. Write to: SILVERCON, P.O. Box 8342, the Rodeway Inn, at I-80 and Highway 965, at Asheville NC 28814. Coralville, Iowa. Author Joel Rosenberg and artist Darlene Coltrain are guests of honor, and XANADU, November 18-20 Algis Budrys is the toastmaster. Other guests This annual convention will be held at the include Joe and Gay Haldeman and Mickey Nashville Ramada Inn, across from the airport. Zucker Reichert. Featured events include the GET OUT OF Jim Baen is guest of honor, and Wilson Tucker is mans-Iowa Canal Company, a film festival, a M.C. Programming includes a costume contest, space-opera round-robin, an art show, a writers’ a dance, a 24-hour video room, and many pan- workshop, and more. Registration fees are $13 THE DARK. els. Several RPGA™ Network events are fea- until September 1, $15 until January 1, and $18 tured; with other game tournaments sponsored at the door. For hotel information, call: (800) The Consumer Information Catalog will by a local games store. Registration for all three 228-2000 (toll-free) or (319) 354-7770, and tell enlighten you with over 200 federal days is $15 until November 1, or $20 afterward. them you’re with ICON. For con information, consumer-oriented publications. Many are free Write to: XANADU Convention, P.O. Box 23281, write to: ICON XIII, P.O. Box 525, Iowa City IA and all are helpful. Get your free copy by Nashville TN 37202; or call: (615) 833-1345. 52244-0525. writing— CONTEX VI, November 25-27 Consumer Information Center This science-fiction and fantasy convention, Dept., TD, Pueblo, Colorado 81009 sponsored by Friends of Fandom, will be held at U.S. General Services Administration the Hyatt Regency West, 13210 Katy Freeway (at Eldridge), Houston, Tex. Guest of honor will be Joel Rosenberg, along with Cat Boxe Theatre, Jean Elizabeth Martin, and Randy Farran. Events include panels, merchants, clubs, fan- zines, art, workshops, media, filking, costumes, auctions, contests, and open and tournament gaming. Registration is $15 for three days until September 30. Write to: Friends of Fandom, P.O. Box 266996, Houston TX 77207-6996; or call: (713) 475-8228. For hotel reservations, call the Hyatt at: (713) 558-1234.

DALLAS FANTASY FAIR, November 25-27 Bulldog Productions presents this full-scale comic-book, science-fiction, and film convention, which will be held at the Marriott Park Central, 7750 LBJ at Coit, in Dallas, Texas. This event will feature more than 140 dealers’ tables, 100 guests of honor, an art show and auction, a masquerade, 24-hour gaming sessions, 24-hour DRAGON 95 by Ed Sollers olitical instability is all too com- mon in today’s world, and in many countries the usual means of changing regimes is not by elections but by coups d'état. In the period 1966-1986 alone, more than 50 successful coups occurred, taking place in every region of the globe. Coups thus pose an obvious hazard to Foundation When the agents in the field. Knowledge of how, when, and where a coup might occur reduces that hazard considerably. In its war against the Web, Orion some- times intervenes in an attempted coup if it appears to be Web-controlled. However, it Tanks Roll is the policy of the Orion Foundation to respect the sovereignty and independence of all countries; Orion neither initiates coups nor intervenes in coups that are not known to be Web-controlled. When pre- paring for a nation’s overthrow, the Web either infiltrates the government elite (if Coups and revolutions in the TOP the Web has a strong business and finan- cial presence) or else disrupts the govern SECRET/S.I.™ game ment (through terrorism, encouragement of insurgency, propaganda, etc.). A coup d’etat is the infiltration and sub- version of part of the armed forces or security apparatus of a nation, using that faction to overthrow the government. The purpose of the coup is always political, but its methods are politically neutral; there have been left-wing as well as right-wing coups. Not every country is vulnerable to a head of the government (usually a presi- ment (using bribery, blackmail, kidnap- coup. Unless the preconditions for success dent, general, or prime minister), defense ping, or entrapment to persuade the exist, the plotters could not retain power minister, armed forces chiefs, police minis- recruit) and with security, by infiltrating even if the coup succeeded. There are ter, and anyone else who controls an inter- the security apparatus and assassinating three fundamental preconditions for a vention force or could rally opposition to potential informers. successful coup: the coup. Ceremonial heads of state need The active phase of the coup consists of 1. The social and economic condition of not be arrested unless they can rally oppo- carrying out the five actions given earlier the country must be such that only a sition; if they can be manipulated, they in this article. In doing so, the following limited number of people — — will be useful to the new regime. tactics will be useful: can participate in politics. Under such Fourth, they must identify the buildings 1. The starting time for the coup will be conditions, political legitimacy is fragile. and other physical facilities to be sabo- the hour at which the insurgent forces The deprived masses will accept any taged or seized. This includes the royal or will be detected by loyalists, which is change in government, legal or otherwise, presidential palace, the capitol, communi- largely a function of how conspicuous the knowing that their own lots will probably cation facilities, the homes or offices of the coup’s action teams are and the distances not change. Much of the Third World people detained or eliminated, the air- they must travel to reach their targets. meets this criterion. In countries where ports, and any other locations as required. The first teams to go into action will be the masses can participate effectively in Once they choose their areas of opera- the ones sent to arrest people, since only politics, a strong sense of political legitima- tions, they must plan how to isolate them. these targets can escape. However, these cy among the masses, leading to wide- These areas should include all the build- will be the smallest teams (probably no spread resistance, will probably defeat any ings and facilities to be sabotaged or more than a truckload each). A similar-size coup. Additionally, if a country has experi- seized. All approaches to each area must team should be sent to each of the facili- enced an economic disruption or military be sealed with roadblocks. ties the coup will sabotage rather than defeat (or both) such that the existing Finally, they must recruit the necessary seize (primarily communication facilities). government is totally discredited, a coup is personnel to execute the coup. Two types The largest teams, the ones that will seize possible. are needed: strike teams (to seize targets, buildings and set up roadblocks, will be 2. A country must be politically indepen- make arrests, man roadblocks, etc.) and the last to move. The teams in this last dent. If a stronger power is willing and technicians (to conduct sabotage). The group should receive any available heavy able to intervene against a coup, the coup initial approach to each recruit should be weapons (such as armored vehicles), since will fail (as happened recently in Grenada). made by a cut-out — an expendable partic- their real function is to intimidate the To succeed, the coup plotters must first ipant — rather than one of the coup lead- loyalists rather than fight them. secure the cooperation of any strong ers. Typical criteria checked for when 2. If possible, units should move at night outside power that might oppose them. approaching a recruit include his political to conceal their numbers and increase The 1963 coup in South Vietnam that opinions (it helps if they match the coup’s), confusion for loyalist forces. ousted Diem (with tacit U.S. approval) is his career pattern (men who have been 3. Revolutionary forces should do a an example of such a situation. promoted more slowly than their peers minimum of actual fighting, both to 3. A country must have a center of are often ideal), his leadership potential reduce the of coup forces accidentally power that can be seized. In most coun- (his unit should follow him into the coup), fighting each other and to keep the loyal- tries, this will be the capital city. and other data, including religion, ethnic ists confused. With the leadership arrested Coup plotters must neutralize, generally background, and so forth, if appropriate and the communications seized or sabo- by sabotage or the defensive use of force, to the coup’s goals. taged, the orders issued to loyalists would all forces and facilities they do not use The potential recruit should be told that take an irregular form. Revolutionary themselves. To this end, they must do his own role will be limited and specific forces should claim that they, too, are several things: (without going into the actual details of the following orders and urge caution to their First, they must identify all forces that task), and he should be assured that most comrades. Every hour of loyalist delay could intervene in the capital while the of his unit has already joined the plot works for the coup. Once the coup plot- coup is in progress. In addition to military (regardless of whether or not this is true). ters have seized their targets and broad- units, such forces could include paramili- All of this will make the recruit feel more cast their victory, loyalists will probably tary police, civilian militias (belonging to secure and lead to his easy acceptance of give up. However, the ultraloyal forma- labor unions, students, and political par- the idea of a coup. tions such regimes maintain will have to ties), and other armed groups. All such Coup plotters have two approaches in be dealt with on the barricades, as the forces must be dealt with, either by incor- recruiting units. They can either subvert likelihood of their surrender is low. porating them into the plot or by neutral- entire units, such as battalions, or they 4. Large action teams (the ones that seize izing them through the use of infiltration, can recruit fragments, such as platoons buildings) should be broken up as soon as sabotage, roadblocks, or defensive war- and companies, from a number of units. their mission is accomplished; they should fare. In general, the more advanced tech- The first method provides greater security then be sent to set up the roadblocks. nology a unit uses (such as electronics or prior to the coup, since the men know During a coup, all teams must be kept aircraft), the easier it becomes to sabotage each other and will be on the watch for busy; otherwise, they might overthrow the unit — but the deadlier the unit is if it informers and infiltrators. The second their own leaders. can attack. method minimizes the risk that someone The Web ensures the success of its Second, they must identify the means of within the coup will usurp control from coups by using Web assassins to eliminate communication that they will use after the leaders, since the troops are unused to the human targets of the coup. It also they have established themselves in power. working together and the officers are encourages personnel in strike teams to This should be the means that the public usually of similar rank and are unwilling greater effort — at gunpoint. The Web also most closely associates with the govern- to defer to one another. The second meth- freely provides hardware and support to ment. In most Third World countries, this od also has the advantage that, when the technicians, as well as a few heavy weap- will usually be the government radio sta- coup is underway, the government cannot ons, if greater firepower is needed to tion. All other communication facilities be sure which units are still loyal to it. intimidate loyalist troops. When the Web (telephone, radio, television, etc.) must be Recruiting should not be attempted in is behind a coup, it assigns a Web Opera- neutralized through sabotage. units organized by the government for tions Manager to direct events. Third, they must identify the persons political reliability. These ultraloyal units Once the coup has succeeded, it must who must be detained or eliminated dur- must be dealt with during the coup itself. announce the fact to the nation as quickly ing the coup. This category includes the The Web assists coup plotters with recruit- as possible. The first communique from

DRAGON 97 the new regime, in addition to denouncing often make business decisions and invest- people will be alerted to watch their tar- its predecessor, announces the security ments with the sole purpose of countering gets and report any suspicious activity. restrictions that will be placed in effect. At Web influence in a country subject to Their Orion case officer will then broad- minimum, these will include a rigorous frequent coups. cast a warning to Orion agents. To main- curfew, a strong military and police pres- 2. Orion maintains a close watch for the tain security, the case officer will ence in the capital, and a ban on air traf- presence of high-level Web agents in coun- represent himself to the locals as an agent fic. Banks may be closed. Frequent identity tries vulnerable to coups. Sometimes a of their government. Instructions and checks may be required, and news will be Web operation of great importance will be salaries will be passed to these people via censored or unavailable. Public gatherings handled by a Director or senior Opera- dead drops. If practical, they may be given will be prohibited. All this makes life haz- tions Manager in person. If Orion can spot legitimate jobs in a local Orion company. ardous at best for Orion agents engaged these people, it has an opportunity to Each local surveillance personnel will be on missions in the area, but if the Web is terminate or capture them. issued a communicator similar to the SW1 behind the coup, the situation becomes 3. The Foundation often conducts an that does not operate on the frequencies even more dangerous as the Web and the analysis of a country’s officer corps similar routinely used by the government, to new regime hunt them down. to that done by the Web as noted above. minimize the risk of detection. Ironically, in countries where Web- Continuous surveillance is placed on sol- 6. If necessary, an Orion agent will be controlled businesses have large holdings, diers and officials believed vulnerable to placed inside the security services of the the new regime will (insincerely) denounce Web influence. If necessary, their homes government, effectively becoming a dou- the corporations, if the coup was domi- and offices are bugged so that their deal- ble agent. This agent will then be able to nated by the Web. Harsh criticism of ings with the Web can be recorded. Such pass on to the local government Orion foreign-owned corporations is standard men are driven out of the conspiracy by analyses of the situation and any warnings after coups, especially in the Third World. the threat of exposure. received. Infiltrating the security services A coup is a particularly unpleasant sur- 4. Orion military and govern- is, of course, a highly risky stratagem. prise. The Orion Foundation tries to avoid ment signal traffic; a sharp increase in the 7. In extreme cases, Orion may send a such surprises through a combination of amount of traffic may be a sign of an Titan Team to a country threatened by a surveillance and intelligence-gathering of impending coup. coup. The team’s job will be to rescue or other types. Direct action, where practical, 5. Orion recruits reliable local citizens to prevent the capture of persons capable of is also used; Orion fights Web-influenced watch suspected coup targets, persons as organizing effective resistance to the coup. coups in countries at all levels. Sometimes well as locations; these local agents nor- Although this is the most dangerous strata- the Foundation must act indirectly, using mally perform no other task. The resi- gem of all, it has a good chance of success the resources of the corporations that dences of such persons will be specified because a Titan Team is far better trained contribute to Orion. The following are by Orion and will be chosen to make their than average soldiers and because the common Orion strategies: task easier. If an analysis indicates that a Titan Team may well outnumber the coup 1. The corporations affiliated with Orion coup may be attempted shortly, these action team sent to arrest the target. Oth- er possible missions for a Titan Team include impersonating military or police officers to rally loyalist units and using clandestine communication facilities for Index to Advertisers the same purpose. A Titan Team is autho- rized to act as it sees fit in such situations. In general, a Titan Team will avoid any AMAZING® Stories ...... 21, insert card confrontation with a building-seizure or American Heart Association ...... 93 roadblock action team, as the latter will Armor ...... 81 probably have enough firepower to defeat Bard Games ...... 74 the Titan Team. Britton Designs (Elysian Field) ...... 54 8. Finally, in all countries in which it Chaosium, Inc...... 95 operates, Orion maintains several safe DRAGON® Magazine ...... 5, insert card houses. These can, of course, serve as DUNGEON® Adventures ...... 101, insert card refuges for agents caught off guard by a Game Designers’ Workshop ...... 104 Game Systems, Inc...... 57 sudden coup. Games Workshop US (Citadel Miniatures) ...... 35, center insert Gamestrade Monthly (Games World)* ...... 44 Lion Rampant ...... 45 Magicware ...... 53 Mayfair Games, Inc...... 69 Palladium Books ...... 20, 41, 55, 65, 99 Have You Resubscribed? POLYHEDRON™ Newszine ...... 85, insert card Prince August Ltd. (Mithril Miniatures)* ...... 80 Ral Partha Enterprises, Inc...... 1, 40 If you subscribe to DRAGON® Mag- Rieder Design Ltd.* ...... 19 azine, check the brown mailing . . 34 Shadow Graphics ...... wrapper in which this issue arrived. SSI, Inc...... 29 Supremacy Games, Inc...... 14 If the wrapper has a subscription Tonka (Sega) ...... 9 warning on it, send your mailing TSR, Inc...... inside front cover, 4, 49, 57, 74, 75, label, a subscription card from this 79, 84, 89, 91, inside back cover, back cover issue, and a check or money order U.S. General Services Administration ...... 91, 95 West End Games ...... 82-83 to: DRAGON Magazine Subscrip- tions, TSR, Inc., P.O. Box 72089, * United Kingdom/Europe Chicago IL 60678.

DRAGON is a trademark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved.

98 NOVEMBER 1988

by Joseph Pillsbury 102 NOVEMBER 1988 DRAGON 103