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D RAGON 1 Vol. VI, No. 10 April 1982

Publisher...... Jake Jaquet Editor-in-Chief...... Kim Mohan Some time before Christmas, John who got a whole bundle of magazines Editorial staff ...... Bryce Knorr Sapienza called from Washington, D.C., because their name was on the top enve- Marilyn Mays to say he hadn’t received his subscrip- lope in the stack, and the workers at the Gali Sanchez tion copy of the December issue of local post office had not broken open the Sales...... Debbie Chiusano Circulation ...... Corey Koebernick DRAGON™ Magazine. “Hmmm,” I said bundle like they’re supposed to. Office staff ...... Cherie Knull knowingly. “Sounds like a delivery prob- The bundle blunder isn’t a fatal mis- Roger Raupp lem.” And I assured him I’d mail off a take, as long as the guy who gets 20 Contributing editors. . . . Roger Moore replacement copy, which we do when- magazines takes the other 19 back to the ever a subscriber doesn’t get the copy post office so they can be delivered to that was originally sent. their rightful owners. But some maga- This issue’s contributing artists: I’m a little inefficient sometimes, and zines simply get lost. That’s bound to Dean Morrissey Darlene Pekul this was one of those times. I finally got happen to a few people every month, out Erol Otus Jim Owsley around to sending John his new maga- of the 15,000 who get the magazine by Roger Raupp Phil Foglio Alan Burton Gilbert Rocha zine a little over a week after he called mail. If the post office has an error rate as Jim Holloway Dave Trampier — and this one arrived safely. small as one fourth of one percent on All well and good, but the story doesn’t delivery of second-class mail (and I have DRAGON™ magazine is published monthly by end there. A couple of days after getting no idea if that estimate is even close), Dragon Publishing, a division of TSR Hobbies, Inc. Subscription orders and change-of-address his second copy, John got his first one that translates into 35 or 40 angry notices should be sent to Dragon Publishing, — forwarded from the U.S. Embassy in DRAGON subscribers per month. As in P.O. Box 110, Lake Geneva WI 53147. Tele- Vienna, Austria, and accompanied by John’s case, those who complain get a phone (414) 248-8044. the note from Chris Brush reproduced at free replacement as our way of saying DRAGON magazine is available at hundreds the bottom of this page. we’re sorry. of hobby stores and bookstores throughout the United States and Canada, and through a limit- It’s an extreme example, sure, but Speaking of John, his story isn’t quite ed number of overseas outlets. Subscription sometimes those are the best kind. The over. Shortly after he got his package rates are as follows, with all payments to be made in advance: $24 for 12 issues sent to a U.S. point is, we are no longer in control of from Austria, he got his copy of the Jan- or Canadian address; $50 U.S. for 12 issues sent the fate of our subscribers’ magazines uary issue — on top of a bundle contain- via surface mail or $95 for 12 issues sent via air once they leave the printer. Whether you ing a dozen other issues of the same mail to any other country. get your magazine on time — or at all magazine. That must be the post office’s A limited quantity of certain back issues of — depends on the U.S. Postal Service. way of saying they’re sorry. DRAGON magazine can be purchased directly from the publisher by sending the cover price Not all of the delivery problems involve ($3) plus $1.50 postage and handling for each thousands of miles of distance. Some- issue ordered. Payment in advance by check or money order must accompany all orders. Pay- times, your missing magazine might be ments cannot be made through a credit card, as close as your next-door neighbor. and orders cannot be taken nor merchandise We’ve received a few reports of people “reserved” by telephone. Neither an individual customer nor an institution can be billed for a subscription order or back-issue purchase un- less prior arrangements are made. The issue of expiration for each subscription is printed on the mailing label for each sub- scriber’s copy of the magazine. Changes of ad- dress for the delivery of subscriptions must be received at least 30 days prior to the effective date of the change in order to insure uninter- rupted delivery. All material published in DRAGON magazine becomes the exclusive property of the publisher upon publication, unless special arrangements to the contrary are made prior to publication. DRAGON magazine welcomes unsolicited sub- missions of written material and artwork; how- ever, no responsibility for such submissions can be assumed by the publisher in any event. Any submission which is accompanied by a self- addressed, stamped envelope of sufficient size will be returned to the contributor if it cannot be published. DRAGON™ is a trademark for Dragon Publish- ing’s monthly adventure playing aid. All rights on the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without prior permission in writing from the publisher. Copyright 1982 by TSR Hobbies, Inc. USPS 318-790. ISSN 0279-6848. Second class postage paid at Lake Geneva, Wis., and at additional mailing offices.

2 APRIL 1982 ne day about a year ago, the mailman brought us medieval-era weapons can be incorporated into an this gaudy -and-white envelope with FLlGHT AD&D world without unbalancing the game, because most of OF THE BOODLES plastered on it. “Aha,” we said, them take forever to reload, and when they’re fired, they can be “someone has labored long and hard in his base- more perilous to the shooter than the shootee. See if you agree. ment to make this game, and now we’re supposed As promised last month, finishes the list of can- to do a review of it, right?” trips for magic-users in. “From the Sorceror’s Scroll.” And in Wrong. “Outfitting the new agent,” the master of swords-and-sorcery Chuck Stoll of Louisville, Ky., dreamed up the rules and gaming steps into the world of the spy with some guidelines for produced the game board and counters as a project for a TOP SECRET® players. graphic arts class. He sent us one of the few copies he had, just It’s okay to use “It’s magic!” to explain a lot of the happenings to see what we thought of it, and to find out whether we’d be in an AD&D adventure, but when things have to make sense, interested in publishing it. you’d better know your facts. Mike Holthaus drew up a quiz to Chuck surprised us: It was a good game, and good games test players and DMs on their knowledge of physical science don’t get dropped on our doorstep all that often. So, in return, and the realities of the natural world—which, even in a we surprised Chuck: We accepted his offer to let us develop and game, have to be taken into account. produce it. The game doesn’t have a thing to do with fantasy If you’re in more of a philosophical mood, check out John role-playing, but has a lot to do with having fun. Enjoy it. Lees’ essay offering new definitions for the AD&D alignments. It’s been a rough winter in this neck of the woods, so you’ll Also for AD&D enthusiasts is Michael Fountain’s description of have to excuse us for trying to rush the spring season with this the Pooka, a creature whose origins are somewhere in the issue’s cover painting by Dean Morrissey. It’s the first bit of middle ground between fact and fantasy. greenery we’ve seen since somebody took down our plastic When Glenn Rahman designed The War, he was in- Christmas tree sometime around Valentine’s Day. structed to stick to the events near of that 10-year The flagship of our fleet this month is “All About Elves,” conflict. Now players can recreate the early years of the war as another in contributing editor Roger Moore’s series of over- well with four “early” scenarios and rules for a campaign game. views of the character races in the AD&D™ game. Roger, who’s If you have to fight Achilles, aim for his heel. been seeing a lot of his typewriter lately, also gets credit for This month’s fiction offering is WearWolf, in which putting on “The Jester,” a new version of the non-player character class a “suit” takes on a whole new light. And if you get the idea that first described ‘way back in issue #3 of DRAGON™ Magazine. we’re putting you on with some of the other articles you’ll find Ed Greenwood, our other contributing editor, has been play- inside . . . well, it wouldn’t be right to let April pass without a little ing with guns. In “Firearms,” he comes to the conclusion that foolishness, would it? — KM

SPECIAL ATTRACTION Midgets in the Earth — Don’t look down on them.. . . . 50 FLIGHT OF THE BOODLES —A simple game Artist of the Month — Promptness pays off for Phil . . . 52 for players who aren’t ...... 37 Dragon’s Bestiary — Stranger than truth...... 54 Outfitting the new agent — TOP SECRET® tips by EGG . . 60 OTHER FEATURES Trojan War — Variant scenarios from the designer ...... 63 All About Elves: A special section ...... 5 Pooka — A six-foot-tall what? ...... 66 The elven point of view — Long range, of course ...... 6 Quiz answers — Don’t peek ...... 71 The gods of the elves ...... 9 Alignment — New definitions for AD&D gaming ...... 72 Sage Advice — Questions and answers on elves...... 13 The half-elven point of view — Best of both worlds? . . 14 REGULAR OFFERINGS Firearms — Primitive powder weapons for AD&D play . . . . 24 Out on a Limb — Letters from readers ...... 4 WearWolf — Appearances can be deceiving...... 30 From the Sorceror’s Scroll — New cantrips, part two . . . . . 16 Science and fantasy — A quiz for players and DMs ...... 33 Convention schedule ...... 58 It’s that time of year again... Figuratively Speaking — Miniature figure reviews ...... 68 GAMING MAGAZINE — Nothing but the essentials . . 35 Dragon’s Augury — The Spawn of Fashan ...... 76 The Jester — A comical NPC class ...... 45 Wormy ...... 78 Diarmiud’s Last Jest — This one’ll kill ya ...... 48 What’s New ...... 79

DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are registered trademarks owned by TSR Hobbies, inc. ™ designates other trademarks owned by TSR Hobbies, Inc., unless otherwise indicated.

D RAGON 3 Pulsipher on pelins adventures be created around the monster? been 16, not 6. And in “Dungeons Aren’t Sup- Ask yourself these questions and your game posed to be For Men Only,” part of a sentence Dear editor: will be more interesting as well as less was left out. The female character charmed In a letter in DRAGON #54 (p. 4), Edwin repetitive. by the beholder was made to go around and Hendricks complained that my monster, the Lewis Pulsipher pick up all our magical items we’d dropped in pelin (DRAGON #52) was useless: “What do Durham, N.C. our hurry to escape. One of the magical items they do to help a campaign? Zilch.” This is negated the effects of the charm and made probably an example of the least useful atti- Lew sent this to us as a manuscript, not as a her highly magic resistant. That’s when she tude to take toward a monster—that it should letter to the editor, intending for it to be used greased it. be something one can plug into a room, with- as an appendix to his article, “Make monsters, Thanks for making these corrections! out regard for its nature, to chock the players not monstrosities,” in issue #59 of DRAGON™ Roger E. Moore with one more mysterious killer opponent. Magazine. Time and space limitations pre- Louisville, Ky. While there is nothing actually wrong with vented its publication with the article, but Lew this, DMs who go only this far are missing half gave his permission for it to be used in “Out Our pleasure, Roger. (Sigh.) We do it all the the fun, and so are their players. Even the on a Limb,” saying that the point deserved to time. And while we’re at it, let’s set the record most peaceful or lawful good monster should be made. And we couldn’t agree more. Anyone straight about “Magenta’s ” (Dragon’s stimulate the DM’s imagination, if the monster interested in composing a good candidate for Bestiary, #58). The feline was created by is well made. inclusion in Dragon’s Bestiary could do worse Roger and his wife Georgia, not by Roger To take the pelin as an example, the DM than to read — and reread — this “letter” and alone (as the credit line indicated). Now will could wonder what kinds of creatures live on, last month’s article. — KM you let him back in the house, Georgia? — KM or in symbiosis with, the pelin. Might there be a race of cloud- or air-dwelling people who travel about on pelins, or domesticate them for some other use? Could an evil or neutral Gygax on archery Which is which? group enslave pelins to use them in nefarious schemes? Dear editor: Dear editor: If unwary players have read that issue of There are a couple of problems with Robert I am an avid reader of DRAGON Magazine, DRAGON Magazine, their characters will Barrow’s article, “Aiming for Realism in and for the most part I find it a very interesting merely yawn when they see approaching pel- Archery,” in issue #58 of DRAGON™ Maga- and valuable addition to the present AD&D ins, or perhaps, if they’re evilly inclined, the zine. From my standpoint, it seems that the compilation. There is, however, one thing that characters will take off on a pelin hunt. Im- good author spends too much time with mod- I find very disturbing about the magazine. I agine their surprise when they encounter ern archery and has read nothing of medieval would term it a bad case of one hand not people trying to protect their “cattle and history dealing with the subject. English long- knowing what the other is doing. horses,” so to speak, or when they are at- bowmen were set to practicing their aim at In the DEITIES & DEMIGODS™ Cyclopedia tacked by a group which has enslaved the 200 to 220 paces. Let’s call that 180 yards. there is mention of Circe, a chaotic evil black creatures. According to eyewitness accounts, these sorceress of multi-magical profession listed Or, if players haven’t read DRAGON Maga- archers could hit a butt of two feet width more in the Greek mythos. Well, this is easy to un- zine, pelins could have considerable scare often than not at that range. In a similar vein, derstand, but then along comes “Circe No. 2” value. A good DM could also evoke the play- Genoese crossbowmen were desirable troops in DRAGON Magazine (#52, page 37). Since ers’ “sense of wonder” with this peaceful but because (when their strings weren’t wet) their she is an 18th-level magic-user of chaotic enormous monster. In another case, player weapons outranged the longbow. neutral alignment who “likes to style herself a characters might meet, befriend, and cooper- The most important issue, however, is daughter of the sun god, Apollo” of Greek ate with pelins in some endeavor. Not every complication. For all of the work and time the mythos, naturally, she is not Circe No. 1. Still monster needs to attack to play a role in the author suggests is necessary to add “realism” this can make for quite a bit of confusion at game. to archery in D&D® gaming, is the game more times. Or, to take another tack, if the pelins de- fun because of it? I, for one, don’t think so; Another example is the lawful evil, 1/2-hit- scribed in the magazine article are peaceful, and when all is said and done the course of die Poltergeist appearing in the at might there be similar creatures, perhaps play is not materially affected for the better by about the same time as DRAGON Magazine rather smaller, which are predators? Think of the inclusion of complicated archery rules. issue #52 was published. Yet in issue #55, sperm whales and killer whales, for example. I E. Gary Gygax page 62, comes another poltergeist, this time can even imagine a short adventure taking Lake Geneva, Wis. chaotic neutral and with six hit dice. place inside a pelin — who knows what might This can certainly lead to much confusion live there? Maybe there are gas cells inside when your DM tells you that you meet a pol- mutant pelins, with air (and bones) between tergeist. What do you do? And you answer, them, just as in a German zeppelin. Moore on Moore “Well, is it type A or type B?” All I would like to Think about the possibilities behind a mon- ask is that in the future, would you mind giv- ster; don’t look at it solely as an aggressive Dear editor: ing your monsters different names then those killer. How could it be used to surprise players Just a quick note on two mistakes (appar- already listed in past works — it would sure by misdirection? How might it associate with ently typesetting errors) in issue #57 of make things easier. Anyhow, I would like to other creatures (including humanoids)? What DRAGON™ Magazine. In Giants in the Earth, leave on a bit of a happier note by assuring variations might exist? How could separate the charisma score for Rifkind should have (Turn to page 77)

4 APRIL 1982 The elven point of view The half - elven point of view The gods of the elves Sage Advice for elves

D RAGON 5 by Roger E. Moore

Elves are much like humans in physical appearance. They are the victim’s mind. thinner and somewhat smaller, averaging about 5 feet tall, but Elves are also immune to the paralyzing touch of ghouls, not small enough for the size difference to affect the way elves from which it may be deduced that ghouls are somehow able to see humans and vice versa. Elves have a tendency, as do all cause their victims to be overtaken and immobilized by their demi-humans, to be generally suspicious of human motives at fears of death. The more powerful undead creatures can para- the same time they admire (perhaps reluctantly) and look up to lyze or cause fear in elves as well as in other beings because humans for their capabilities. But elves are the least affected by those undead have a stronger innate magical power and use this feeling, and bear little jealousy to humans for their ability to different ways to bring their attacks into effect. An might not advance an unlimited number of levels in their professions. fear death, but one would certainly fear an enraged vampire or Elves have their own set of special abilities and problems. lich for the harm or damage it could cause. The greatest difference between the viewpoint of an elf and Elves are a brave people, but are not given to foolhardiness that of a human concerns con- and the sort of “damn the tor- cepts of time. The wispy, lightly pedoes” approach that shorter- built elves have a life span more lived beings use so often. Cau- than ten times as long as hu- tion is appropriate since there is mans, averaging 1,200 years with so much to live for and so long a maximum of 1,600 years or so. to do it in. It may well be that Such a timespan is barely com- elves are aware that since they prehensible to humankind; its do not possess souls but have effects on the elven personality spirits (see the DEITIES & are profound and far-reaching. DEMIGODS™ book for clarifi- Elven player characters are al- cation of these terms) instead, ready 100 years old or older they will be “reborn” after some when they start play in the game, time, and likely as elves again. perhaps close to 200 years, and Why fear death when you know can look forward to many years you are coming back to life more, barring accident or death anyway? in battle. In a typical elven life- Their longer lifespans also span it is possible for as many imbue elves with a tendency to as sixty generations of humans see things in a long-range way. to appear and vanish. Whole cit- The short-term results of a par- ies and nations could be found- ticular action concern elves little; ed, expand, reach a pinnacle, things are done for what will and fade away into degenera- come about in the long run. tion and ruin in that time. Seem- Singing and dancing all day are ingly changeless, the elf would not actions done for the sake of witness it all. the moment (as most other crea- Time means nothing to an elf; tures believe). This behavior there is little need for hurry in helps make life more enjoyable any project the elf is engaged and easily lived, enhancing elves’ in. Humans and other demi- love of the world and of life in humans rush about and vainly general. Longevity can mean in- set out on adventures and pro- tolerable boredom unless one jects that they want to complete can manage to keep occupied before the Grim Reaper turns for over a thousand years and their bodies and works to dust. Few things are that important to enjoy it as well. Elves know how to do this with little trouble. The elves. Aging seems to have little effect physically on an elf’s naturally chaotic bent that elves have comes to their assistance outward appearance; unscathed by the passage of centuries here, guaranteeing a life filled with variety and unpredictability. and millennia, elven longevity is intensely envied by most other Life is an endless series of surprises to fire elves’ imaginations; races who travel in the shadow of mortality. there are poems to be written, songs to be sung, and tales to be Seeing others’ lives pass away around them, and having no told about those surprises. such pressure from the presence of death, elves have attained a To members of other races, elves appear heedless of the deep understanding and acceptance of death as a part of life by harsh realities of the world; they have no attention span, they nature. They don’t look forward to it necessarily, but they have waste time; they are “flighty or frivolous” and carefree. They no fear of it. This feeling is so deeply ingrained that elves (and have no understanding of the value of time, we believe. How half-elves) are immune to the effects of the magic-user spell wrong we are. Elves know only too well the value of time. They Scare, which enhances any basic fears of death and doom in cannot comprehend fully our haste to do things, our concern

6 APRIL 1982 over things that will not last. can make friends from many races. ln all well as to be able to cast spells while Longevity has also granted elvenkind likelihood, elves, make few generaliza- wearing metallic armor, though this is a keen empathy for life and living things. tions racially and make judgements on not particularly common. Because of dif- The sense of oneness that elves feel with beings on a person-by-person basis. ferences in the structure of the elven the forests is a thing beyond our ken. We Were there such a thing as a chaotic brain and the elven personality, they perhaps also cannot appreciate the rich- good , he or she might find some cannot advance as far as humans in mag- ness elves feel in life, and the fellow- friends among elvenfolk once the elves ical ability. These differences in the feeling they have for other living crea- got past their initial distrust. brain’s physiological structure also pre- tures, Elves cannot be said to truly hate Most elves are basically peaceful and vent elves from having psionic powers. almost any creatures; even are mere- have little or no desire to own things, One interesting difference between ly regarded with antipathy, for they will beyond the desire to have them in order elves and other beings in mental capabil- soon pass from life —even more quickly to appreciate their beauty. It is enough ities is also related to their long lives. than humans do. The all-consuming hate for elves to have their long lives; material Elves do not sleep as humans, dwarves, orcs feel for elves is, to the elves, but an things are generally of little worth. This and other races do. During the time an annoying problem that can be circum- might seem contradictory in light of the elf is resting, he or she is vividly reliving vented with a little patience and a few fact that elves make excellent thieves, past memories and experiences. For all good arrow shots. but elven thieves are very rarely in the intents and purposes, memory is a sepa- There is only one mortal race that war- business for the profit to be made. They rate reality, and dreams serve as a reflec- rants a feeling of true hatred among el- seek the variety and excitement the tion upon the world of the past. This is a venkind, and, interestingly enough, the thieving life offers, and care more about valuable asset to elves because of the hatred is for a variant elven race: the how interesting an adventure was rather enormous amount of information and . Drow also have long lifespans, and than what material was gained from it. life experiences an elf can accumulate in to some extent their mentalities mirror Well wrought jewelry is much liked and a few hundred to a thousand years. EIves that of normal (high, grey, and sylvan) appreciated for the level of skill required rarely close their eyes when they “sleep” elves. Yet the drow nature is wholly evil to fashion it; elven thieves prefer jewelry unless there is a bright light present; and based upon darkness, things very over any treasure but magical items. The thus, some have a “faraway” look in the different from the philosophy of the up- amusing insistence of the shorter-lived evenings, and their companions are mis- perworld elves. Against the drow, other races on ownership of personal property led into thinking elves don’t sleep or rest elves show no mercy or quarter. To have makes them particularly vulnerable to at all. While resting in this fashion, an elf any dealings with the evil dark elves is to the average elven thief, who may feel he is still alert to some extent but not overly betray tens of thousands of years of or she is doing the victims a favor by so, and may have mild difficulty coming elven unity with life; even evil non-drow pointing out, in a blunt way, that nothing out of the memory-dreaming trance. This elves will more than likely refuse to have lasts forever. explains the elven resistance to sleep anything to do with the drow. If orcs Avery self-willed race, elves tend to do spells. Their resistance to charm spells were regarded with this same feeling by very much as they please, paying little may be due to their strong sense of self- elves, they would be much less plentiful attention to social convention. They do will and individuality. than they are today, perhaps extinct. not see other beings as superiors or infer- Elves’ ability to move invisibly and with The empathy elves feel for living things iors, even their own leaders. Instead, great silence in natural terrain is another gives them the desire to communicate they feel all beings should have dealings interesting comment on the elven desire more with life, and elves have a wide in a direct fashion without a complicated for secrecy on an individual basis. Elven repertoire of languages as a result. Syl- rank structure or hierarchy. This point of speech is soft, lilting, and melodious to van elves, more closely tied to their view is often appreciated by the less the ear; it contains many subtle varia- forests than high or grey elves, learn dif- powerful members of an adventuring tions in tone to indicate the speaker’s ferent tongues, but the language range party that elves are traveling with, but emotional state, though most races miss is just as wide. All elves tend to be much bothersome to the more powerful mem- them or misinterpret what is being ex- more expressive than humans or other bers who are supposedly in charge of the pressed. Most of these delicate tonal beings, and are more sensitive to chang- expedition. changes are meant to be secret from es in emotions in other creatures. This Leaders, to elves, are to be obeyed in other races — again, another comment does not necessarily mean that elves are matters only where the leader is know- on elves’ love of secrets. always good listeners or make friends ledgeable, and they may be freely dis- The elven feeling of equality and kin- easily, however; they associate primarily obeyed if their rulings seem unreasona- ship with all beings is well expressed in with their own race, who appreciate the ble. Individual elves follow their own their religion. Elves were born of the elven view of life best. Making friends leaders because they want to, not be- blood of , and thus in with shorter-lived mortals is difficult, cause “society” says they have to. This some sense are equals to that deity since they know that soon (by elven makes, of course, for a pretty chaotic (brothers and sisters, perhaps). Elven standards) that friend will die, state of political affairs, but this is greatly deities work closely together, with no Their sensitivity to emotions can be moderated in elven society by the elves’ one designated as an absolute or even used by elves to draw people out and strong sense of identity as a race and partial leader. All the various cults and learn from them; elves enjoy secrets and their separateness from the rest of the sects of elven religious life coexist in are always seeking them for the joy of social world. Thus, elven government, as similar fellowship. learning new knowledge. Perhaps this disordered and confusing as it seems to The long-range psychological view psychological tendency is related to their an outsider, is quite stable. elves have of life is mirrored in their ability to detect secret and concealed If there is something elves desire physical ability with missile weapons, doors, or perhaps this ability is just a strongly, it would be a knowledge of which requires foresight and accurate function of living in a society that uses magical power. Magic fascinates elves, depth perception on the part of the secret doors a lot. This might indicate who see it as a source of infinite variety archer. Note that Corellon Larethian’s that while elves seem to know a lot about for their benefit and enjoyment over the longbow never misses its mark. It may be everyone else, they sometimes don’t long years. They are the best magic- that the elven skill with swords and bows know much about each other. Chaotics users of all creatures except humans, is partially due to their kinship with a value their privacy highly. and they understand the nature of magic deity using these weapons and no oth- Regardless of racial preferences, elves well. Some elves understand magic so ers. Also note that this deity’s sword

D RAGON 7 points out the most dangerous oppo- great number (except as unicorn cavalry nents in battle; this is another manifesta- riders) because of their lower strengths, tion of the elven talents of sensitivity and other areas of elven life are about equally awareness. divided between male and female partic- Few children are born to elves, a logi- ipants. Only actual combat occupations cal result of having such extended life- show a definite pro-male ratio, and even times. This provides a check on their then the difference is not as extreme as numbers and makes elves somewhat in (for example) human or dwarven less than common. Their population armies. tends to remain fairly constant. As a final comment, no other symbol Evil elves strive for the destruction of could represent as well the changeless life, rather than the accumulation of and ever-changing state of elven life as treasure at any cost. Banshees (also the holy symbol used in the worship of called groaning spirits), the undead form Corellon Larethian: the crescent moon. of evil female elves, are particularly well Always present and always different, associated with the bringing of death looking upon the world year after year, with their keening. Assassin-class elves century after century, with the same se- commit murder and destruction of life as rene face. Though humans and other a matter of routine, and are rather fear- people come and go, the elves and the some as a result. Fortunately, such be- moon remain. ings are quite rare. Elven assassins and half-elven assassins only rarely associate with their own kind, preferring human Valuable information for this article company. The other elves tend to pick was gleaned from Paul H. Kocher’s book, up on too many subtle clues the assassin Master of Middle-Earth (paperback, Bal- gives off, thus spoiling the “secret.” lantine Books). Though this book is Elven males and females, though they concerned with the Tolkien novels and are aware of their differences in physical their representation of elves and the oth- strength, see each other as equals. Elven er races, there are nevertheless strong queens are as common as elven kings. similarities in several areas between the Corellon Larethian is regarded by some elves of Tolkien and the elves of the elves as male, by some as female, by AD&D™ game. Otherwise, the informa- some as neither or both. Though female tion here is taken directly from or derived elves do not serve in the armies in any from the AD&D rule books.

8 APRIL 1982 by Roger and Georgia Moore larger shape in non-elven, natural forms. Rillifane’s form as an oak tree, Sashelas’ shape as a giant, towering (vaguely huma- The elven pantheon is largely headquartered on one of the noid) wave of sea water, Aerdrie’s appearance as a white cloud, planes of Olympus, in an area known as Arvandor, “The High and Corellon’s rare incarnation as an azure moon or star are Forest.” Here dwell a large number of elven deities, who collec- examples of this. tively refer to themselves as the Seldarine, which roughly trans- Evil elvenkind have nothing to do with the gods of the Selda- lates as “the fellowship of brothers and sisters of the wood.” rine. They frequently find the demon princes, arch-devils, and The title also implies a wide diversity in capabilities and areas of other gods of the lower planes more to their liking. Evil elves interests, linked together by a desire for cooperation. Though tend most often to be of chaotic nature, so the lords of the many of these beings’ areas of influence overlap to some de- Abyss gain the majority of their worship. Lolth, the demon gree, there is no conflict between them. Of all the Seldarine, queen of spiders and spiderkind, is an infamous example of a only Corellon Larethian is a lesser divinity who takes much greater god. of her power from the worship The Seldarine, almost with- of evil elvenkind, particularly out exception, are chaotic, neu- the Drow. tral, and/or good in tempera- The smaller elf-like beings, ment. None are evil, and a very like leprechauns, pixies, and so few (two or three at the most) forth, have their own deities (of are lawful. They act for the most demigod level) that tend to their part independently of each oth- needs. Depending on the gen- er, but they are drawn together eral alignment of their follow- by love, curiosity, friendship, to ers, these demigods may be combine their strengths to ac- found on several different planes, complish a task, or by outside but all are generally allied with threats. Corellon Larethian, the the Seldarine. most powerful of them, reinfor- Half-elves are allowed to wor- ces this freedom of action and ship any god in the Seldarine. compels none of them to per- They, as player characters, may form any task. Instead, they seem also be allowed to become cler- to sense when something needs ics or druids of these gods, as doing, and automatically a few applicable. A fair number of of them (if more than one is half-elves honor Hanali Celanil, needed) get together and do it. the goddess of romance and There are a number of inter- beauty, in honor of the love be- esting similarities among the tween their parents that brought elven deities and their religions. them into the world. All the religions practice toler- The numerous other members ance for other religious follow- of the Seldarine are gifted with ings within the Seldarine, and varying degrees of control over for a few religions of a closely the spheres of elvenkind, na- allied nature (the cult of Skerrit ture, magic, dancing and play, the Forester being a prime ex- love, beauty, time, celestial ample). Most of these religions phenomena, running water, wea- also emphasize elven unity with pon skills, craftsmanship, sec- life and nature, and tend to blur recy, comedy and joy, chaos, the distinction between elves and their environment. Rillifane and mischief, among others. Few if any represent law, under- Rallathil, the Leaflord, is at once a “giant ethereal oak tree” and ground phenomena, violence without cause, warfare, and non- a “green-skinned elf clad in bark armor.” Deep Sashelas has mammalian or non-avian life forms. One or two are concerned sea-green skin that mirrors his habitat; Aerdrie Faenya is usual- with death and dying, but they are peaceful, good-aligned dei- ly depicted as deep blue in color, like the sky she rules. The ties and not the dark and evil types that pervade human pan- weapons and tools and armor used by these deities are often theons. Elven pantheons will vary widely from place to place, as regarded as merely extensions of the divinities, sometimes as different members of the Seldarine achieve local prominence. true physical parts of them. The themes of nature and magical Following are descriptions of five of the more powerful and power are also very plentiful in elven mythology and religion. widely accepted deites of the Seldarine. Since there are so Elven deities, when appearing in elven form, are usually be- many different elven gods, it is very possible that these might tween 4’ and 8’ tall, with a few exceptions at either end of the not be found in any particular DM’s universe and other deities, scale. Many of these deities are also capable of assuming much as mentioned before, would be present instead.

D RAGON 9 HANALI CELANIL Hanali Celanil is predominantly de- Hanali has no physical attack mode as (goddess of romantic love and beauty) picted as feminine, though on rare occa- such, though she does possess a magi- sions it is said she has appeared as ‘a cal aura of 6” radius; any beings within Lesser goddess male. Hanali influences the spheres of this aura must save vs. magic at -4 each ARMOR CLASS: -4 love and beauty, and is widely revered by round or else be permanently charmed MOVE: 12” many of the elves. by her beauty. This goddess may only be HIT POINTS: 312 She owns an immense crystal fountain attacked by those beings with a +2 or NO. OF ATTACKS: Nil and pool with which she keeps watch better weapon and a negative charisma DAMAGE/ATTACK: Nil over her followers, as if using a crystal (-1 to -7, as described in the DEITIES & SPECIAL ATTACKS: Charm aura ball. When she bathes herself in the wa- DEMIGODS book.). All others will be so SPECIAL DEFENSES: See below ters of the pool (called the “Evergold”), distracted by her presence as to miss her MAGIC RESISTANCE: 95% her charisma score is enhanced for one with every hit. SIZE: M (5½’) day; during that time she will receive a ALIGNMENT: Chaotic good +75% reaction bonus and inspire awe in Elven worshipers of Hanali Celanil WORSHIPER’S ALIGN: Good and characters of up to 14th level. These bo- may, once during their lifetime, be grant- neutral alignments (elves) and those nuses, however, are only effective against ed an increase of two charisma points vs. who enjoy beauty or are in love elves or half-elves. the opposite sex. Thus, a female elf who SYMBOL: Heart of gold The goddess Aphrodite (as described receives this gift might have her normal PLANE: Olympus in the DEITlES & DEMIGODS™ Cy- charisma of (for example) 14 apply only CLERIC/DRUID: 14th level cleric/ clopedia) is the only other being who to her dealings with other females; all 10th level druid shares the waters of Evergold with Hana- males would see her as having a 16 cha- FIGHTER: Nil Ii, and she can gain the same bonuses risma. This effect is permanent. There is MAGIC-USER/ILLUSIONIST: 16th level mentioned above against humans. Or- a 5% chance of this benefit being grant- magic-user/15th level illusionist iented as they are toward different races, ed following a great quest performed by THIEF/ASSASSIN: Nil these two goddesses rarely find them- that worshiper. This quest might involve MONK/BARD: 12th level bard selves at odds with one another. Their the creation or preservation of a beauti- PSIONIC ABILITY: VI respective cults and followings, while ful object, or mighty deeds done in the S: 15 I: 23 W: 23 D: 25 rarely assisting one another, do not ob- name of a loved one for the loved one’s C: 20 CH: 25 (Special) ject to each other’s presence. benefit.

CLERlCAL QUICK REFERENCE CHART Sphere of Raiment Holy Sacrifice/Propitiation Deity Control Head Body Color(s) Days Animal Frequency Form Aerdrie air, weather, birds one feather sky-blue sky blue spring and birds semi-annual beautiful robes fall equinoxes feathers

Erevan mischief, change, leather cap leather black eclipses n/a varies stolen thieves armor treasures

Hanali romance, beauty bare gold robes gold full moon n/a monthly beautiful objects

Labelas longevity, time bare gray robes light gray sunset n/a daily prayers and knowledge

Solonor archery, hunting green hood elfin chain leaf green full moon stag and silver Clerics of any of these deities (and of any other elven gods as well) may be either male or female. Places of worship vary, with Aerdrie's services being conducted on open hilltops, Hanali's by a fountainside or spring, Labelas's in a small grove, and Solonor's in the deep forest. The only restriction on where Erevan can be worshiped is that one should never worship him in the same place twice.

10 April 1982 EREVAN ILESERE ance at will. He enjoys causing trouble (god of mischief and change) for its own sake, but his pranks are rarely either helpful or deadly. His favorite tac- Lesser god tic is to change his height to any size ARMOR CLASS: -1 between one inch and six feet. Regard- MOVE: 18” less of how he appears at any given time, HIT POINTS: 290 Erevan will always wear green some- NO. OF ATTACKS: 1 where upon his person. DAMAGE/ATTACK: 2-24 (+7) When he travels, he carries a +4 long- SPECIAL ATTACKS: See below sword that knocks open all barriers, SPECIAL DEFENSES: +2 or better to hit doors, and locks with but a touch. When MAGIC RESISTANCE: 85% he so desires, he may also summon up to SIZE: S to M (see below) twenty leprechauns, sprites, pixies, or ALIGNMENT: Chaotic neutral other small, mischievous elf-like beings, WORSHIPER‘S ALIGN: All chaotics each with maximum hit points, to help and thieves (elves) out in a given situation. SYMBOL: Nova star with asymmetrical rays Erevan llesere will rarely fight another PLANE: Olympus being directly, preferring to escape and CLERIC/DRUID: 8th level druid possibly catch his opponent off guard at FIGHTER: 7th level ranger a later time. He can, however, cast the MAGIC-USER/ILLUSIONIST: 18th level spells Chaos and Any Object illusionist once per round at will. Prior to entering THIEF/ASSASSIN: 20th level thief combat, it is very likely he will make ex- MONK/BARD: 10th level bard tensive use of these spells to his own PSIONIC ABILITY: III advantage. S: 19 (+3, +7) I: 23 W: 16 D: 25 Followers of Erevan are usually quite C: 20 CH: 24 unpredictable themselves, and very in- dependent. Many of them are thieves or While his following is not as large as have thieving as one of their multiple those of the other elven deities, Erevan classes. There have been known to be still commands his share of attention elven cleric/thieves and fighter/cleric/ from the elves, particularly those en- thieves among his worshipers, a set of gaged in thieving. class combinations not normally possi- Erevan is fickle, an utterly unpredict- ble to elvenkind. These multiclassed char- able deity who can change his appear- acters are always non-player characters.

AERDRIE FAENYA This goddess is able to use all magic- (goddess of air and weather) user spells involving air, weather, flight, electricity, and gas at the 25th level of Lesser goddess ability, as often as desired, one spell per ARMOR CLASS: -5 round. She has the power to negate at MOVE: 48” (flight only) will the flying or levitating abilities of any HIT POINTS: 322 creature within 12” of her. NO. OF ATTACKS: 2 Any elves of non-lawful and non-evil DAMAGE/ATTACK: 5-20 alignment may worship Aerdrie. Elves SPECIAL ATTACKS: Negate flight who desire certain weather conditions SPECIAL DEFENSES: Immune to make the most frequent sacrifices to her, missile weapons and her cult is also popular with elves MAGIC RESISTANCE: 80% who possess flying mounts (griffons, SIZE: M (6’) hippogriffs, pegasi, and so forth). ALIGNMENT: Chaotic good (tends It has been known to happen that an toward neutrality) elven character who has somehow fallen WORSHIPPER‘S ALIGN: See below from a great height, should he or she call SYMBOL: Cloud with bird silhouette out Aerdrie’s name aloud, has a small PLANE: Olympus and Gladsheim (2%) chance of receiving a Feather Fall CLERIC/DRUID: 14th level druid spell just prior to striking the ground. FIGHTER: 10th level fighter never touch the ground. Aerdrie wand- However, those who receive this gra- M-U/ILLUSIONIST: Special/Nil ers the winds of the planes of Olympus cious benefit, coming directly from THIEF/ASSASSIN: Nil and Gladsheim, in the company of a Aerdrie herself, will be both quested and MONK/BARD: 10th level bard large number of winged creatures of geased (no saving throws allowed) with- PSIONIC ABILITY: VI many types. in the next 2-7 days to perform a service S: 8 I: 24 W: 22 D: 24 C: 19 CH: 23 If aroused for battle, Aerdrie is able to for the goddess, fully commensurate cast two great blasts of wind per round, with the character’s general level of abili- Aerdrie appears to be a tall elf-like causing 5-20 points of damage each ty. Such tasks vary widely in nature, woman with feathered hair and eyebrows; against any opponent within 96” of her. though all of them are said to be com- from her back spring a pair of large, bird- She may also summon 2-12 air elemen- paratively challenging and difficult. Elves like wings. Her feathers are of constantly tals (16 hit dice each) once per day, and receiving this benefit of a Feather Fall changing color. The lower half of her may also summon 3-18 giant eagles or (and its consequences) need not be body from the hips down vanishes into a 1-2 rocs twice per day. These creatures worshipers of Aerdrie, but should be of misty whirlwind, so that she appears to will obey her unto death. the same alignment as her worshipers.

D RAGON 11 LABELAS ENORETH would do little to alter their appearances, (god of longevity) as it did to the other races. Labelas knows the future and past of every elf Lesser god and all elven-related creatures. ARMOR CLASS: -3 Labelas Enoreth is acknowledged to MOVE: 12” be the master of time and aging by the HIT POINTS: 310 elves. Once per round, should he fix his NO. OF ATTACKS: 1 gaze upon any being within 12” of him, DAMAGE/ATTACK: See below he can place that being in temporal sta- SPECIAL ATTACKS: See below sis (no saving throw) for as long as de- SPECIAL DEFENSES: See below sired. At a touch, Labelas can restore MAGIC RESISTANCE: 93% youth to, or prematurely age, any being SIZE: M (6’) by up to 100 years in either direction ALIGNMENT: Chaotic good (save vs. magic applicable). This power WORSHIPER’S ALIGN: Chaotic good is used only once (one form or the other) (elves) on a creature during its lifetime. All mor- SYMBOL: Setting sun tals within 18” of Labelas who are his PLANE: Olympus enemies will be slowed automatically, CLERIC/DRUID: 14th level cleric/ and all mortal beings in the same radius 12th level druid but who are allied to the god will be hast- FIGHTER: Nil ed, if he so chooses; there is no saving MAGIC-USER/ILLUSIONIST: 18th level throw against this power, though magic magic-user/16th level illusionist resistance could help. THIEF/ASSASSIN: Nil Labelas is immune to the effects of any MONK/BARD: 12th level bard spell or power that involves time or PSIONIC ABILITY: VI would inhibit his movement (time stop, S: 12 I: 25 W: 25 D: 19 C: 18 CH: 24 temporal stasis, slow, paralysis, hold, etc.) Like Corellon Larethian, Labelas Eno- Elves who worship this being may ap- reth variously appears as male or female peal to him to undo the effects of age, but (and sometimes both or neither). Re- this is rarely (1%) granted, and only to gardless of gender, Labelas always has those who have done an outstanding silvery hair and misty gray eyes. This quest in his name. Such quests should deity wears pale-colored robes of green, be worked out by the DM, and usually blue, white, and gray. involve the recovery of an artifact or relic At the creation of the elven races, Lab- lost for hundreds or thousands of years. elas blessed them with longevity, and Followers of Labelas are usually histori- pronounced that the passage of time ans or other similar types.

SOLONOR THELANDIRA being and then retreat. Once by himself (god of archery and hunting) again, he can then manufacture a special Arrow of Slaying designed especially to Lesser god kill that one opponent, should it strike ARMOR CLASS: -2 home. This type of arrow can kill any MOVE: 15” intended target of up to (but not includ- HIT POINTS: 308 ing) demigod status. Many demons, dev- NO. OF ATTACKS: 4 ils, and other monsters of the lower DAMAGE/ATTACK: 2-16 planes have felt the bite of these mis- SPECIAL ATTACKS: Arrow of slaying siles; not even their magic resistance can SPECIAL DEFENSES: See below protect them from certain death. It takes MAGIC RESISTANCE: 85% one day to make one of these arrows. SIZE: M (7’ tall) They have a +3 to hit. ALIGNMENT: Chaotic good When traveling through forests, Solo- WORSHIPER’S ALIGN: All good and nor becomes automatically invisible (as neutral hunters and warriors (elves) in Improved Invisibility, the 4th-level il- SYMBOL: Silver arrow with lusionist spell) and completely silent. He green fletching taught the first elves the art of hiding in PLANE: Olympus and moving through natural foliage so as CLERIC/DRUID: 12th level druid search of game and to seek out and de- not to be detected. FIGHTER: 17th level ranger stroy evil. His only weapon is a +5 long- Elven hunters and fighters frequently MAGIC-USER/ILLUSIONIST: 10th level bow that has a range as far as the hori- worship Solonor Thelandira, and appeal magic-user zon. Solonor will not close to do battle to him for better catches of game. Wor- THIEF/ASSASSIN: 12th level thief with an enemy, but will track and pursue shipers who distinguish themselves in MONK/BARD: 8th level bard instead, firing arrows from a never- some very extraordinary fashion have a PSIONIC ABILITY: VI empty quiver. He cannot be surprised by 2% chance of being given an Arrow of S: 21 (+4, +9) I: 22 W: 21 D: 25 any being within 48” of him, due to the Slaying of the normal sort, designed to C: 21 CH: 23 keenness of his senses. slay the type of creature that is the elf’s The favorite tactic of this deity, should greatest enemy at that particular time. Clad in a great cloak of living leaves, he anticipate battling a particularly dan- This gift can be received only once in an Solonor strides through the forests in gerous foe, is to physically touch that elf’s lifetime.

12 APRIL 1982 In the Players Handbook, it is stated that elves and halfelves ation), regardless of what the spell-caster’s armor class was are 90% and 30% resistant to sleep and charm spells. What prior to the casting. It doesn’t make a lot of sense for a M-U who spells are considered charm spells? is already AC3 to “waste” a Shield spell on himself for the Obviously, the only charm spells where the elves’ resistance minimal benefit in armor class that the spell might offer. Of makes a difference are those which have a chance (even a small course, some of the spell’s other benefits (immunity to Magic one) of affecting them: The druid spell Charm Person or Mam- Missiles, bonus to saving throws) might make it worthwhile for mal and the magic-user incantations Charm Person, Charm certain purposes. Monster, and Mass Charm. There are other charm spells, of course (Charm P/ants, for instance), which can’t affect elves or *** any other humanoids or creatures. Certain magic items can also charm, and since most of those An 8th-level monk is reincarnated into a half-elf; does he still magic items are described in terms that equate them to charm retain his thief abilities and 4 damage? spells, it’s logical and reasonable to have elves’ and half-elves’ If an elven fighter/magic-user/thief had reached the maxi- resistance apply to the effects of these items as well, even mum levels allowed by race and suddenly was changed into a though the Players Handbook does specify that the resistance human (permanently), would he still be bound by the previous is to charm spells. These items include the Potion of Human racial restrictions? Control, Philter of Love, Ring of Human Influence, Rod of Reincarnation is handled the same way whether the effects Beguiling, Staff of Command, Eyes of Charming, and any mag- are due to the druid spell Reincarnate or the magic-user spell ic sword with the Extraordinary Power of charm person. Note Reincarnation. If the form of the incarnation is a creature type also that elves are resistant to the charming caused by a bard’s that can be a player-character race, then the character must be singing and playing, which according to the Players Handbook generated from scratch, just as if it were a new character. The “does not negate any immunities” to such effects. description of the druid spell in the Players Handbook specifies that “If an elf, gnome or human is indicated (by the dice roll), * * * the character must be created.” The reason those three races are mentioned specifically is that those are the only three Why are elven thieves always children? player-character races on the list of creature types possible Anyone who has a relatively recent edition of the Dungeon with the druid spell. However, the list of creature types given Masters Guide will probably think this question doesn’t make under the magic-user spell also includes dwarves, half-elves, sense. The latest edition of the DMG lists 100+5d6 as the start- , and half-orcs — all the other races a normal player ing age for player-character elven thieves (page 12). This puts character is allowed to choose from. And there is a slim chance them into the “young adult” range according to the Age Cate- for any of those incarnations to be the result of a druid spell, gories chart (page 13) for high elves — the only kind of elves too, if the roll on that table results in reference to the M-U who can be player characters. However, it wasn’t always so. reincarnation table. The same rule applies for all reincarn- Earlier editions of the DMG gave 50+5d6 as the starting age, ations: If the character created by the spell effect is a player- which would indeed mean that all elven thieves would start their character racial type — even the same race as the original adventuring lives as “adolescents” of 55 to 80 years old. Fortu- character — then the abilities and characteristics of that char- nately, this inaccuracy was spotted and corrected in later edi- acter must be determined just as if it were a brand-new tions; anyone with an old book can simply make the approp- adventurer. riate change in the text. So, a monk reincarnated into a half-elf cannot remain a monk, or retain any of the abilities of that class. The character is ** * a half-elf of unspecified (until they’re rolled up) abilities and characteristics, and is bound by all the class restrictions and Suppose an elven fighter/magic-user in plate mail (AC3) racial limitations which normally apply to that race. An elven (or casts a Shield spell on himself. Does this simply raise his armor any other non-human) multiclassed character reincarnated class to 2, as the spell description indicates, or raise it 8 places into a human can no longer be multiclassed; like it says in the (as from AC10 to AC2), to AC-5, with respect to hand-propelled description of the druid spell in the Players Handbook, “the missiles? If the former is the case, why doesn’t a Shield spell class they (reincarnated characters) have, if any, in their new function at full effectiveness when cast by an armored magic- incarnation might be different indeed.” Except for the fact that user? the reincarnated character “will recall the majority of his or her The former is the case, and the Shield spell does indeed former life and form,” a reincarnated character is essentially an function at “full effectiveness.“ The spell description is specific all-new adventurer. Maybe you don’t like the idea of your 10th- and should be taken literally: a magical Shield will give protec- level paladin coming back to life as a gnome — but isn’t any life tion equivalent to AC2, AC3 or AC4 (depending on the situ- better than no life at all?

D RAGON 13 by Roger Moore through elven or human society and disguise themselves as members of either race. Only humans and half-orcs have Half-elves, the children of human-elf unions, are not in them- enough taste for such a career so as to do better at assassin- selves a true race. Such individuals are found throughout hu- style killing than half-elves. man and elven societies, though not in any great numbers. Though long-lived, half-elves are not extraordinarily so. In appearance half-elves, male and female, tend to stand They tend to share the faster-paced human view of time than apart from their contemporaries of either race. They are larger the all-the-time-in-the-world elven view. Still, with an average than elves and smaller than humans, with the coordination and lifespan of 250 years, they tend to feel that they need not rush to mental sharpness of the former and the physical might and do most things. They do seem to try to keep fairly active, and toughness of the latter. Their facial features (ears in particular) many half-elves are drawn to a vagabond, adventuring sort of tend to carry a strong elvish influence, though hair color, skin life. Perhaps many of them feel some degree of separateness color and texture, and eye color are largely derived from the from the lives of humans and elves, not completely at home in human parent. either case even if otherwise welcome. Despite these differences, most half- Individually, half-elves are quite varied elves see themselves as gifted and not in personality. Some have more elven “strange.” They are proud of their heri- traits than human and others vice versa. tage and their abilities, and are widely A few manage to achieve a reasonable accepted in most societies. If there were balance between the two ways of seeing ever people who could make a claim to things, mixing a deep respect for nature having the best of two worlds, half-elves and life with the generally human desire would be the ones. to build and alter the environment, and Even the inner nature of the half-elves interact with other peoples on a more shows a confluence of human and elven frequent basis. elements. A strong love of natural beauty In religious matters, half-elves may and the outdoors is usually picked up adopt either human or elven deities; from the elven parent, along with a strong there doesn’t seem to be any particular hint of chaotic variability. Whereas elves preference in either direction, though are by comparison rather clannish and the society in which the half-elf was avoid contact with non-elven races, half- raised is usually the determining factor. elves are very outgoing and make friends Most people think of half-elves only in easily, perhaps a result of mixing the af- terms of those who are the first-genera- finity elves feel for all living creatures tion descendants of humans and elves; with the adaptability of humans. yet, such half-elves are fertile, and may Half-elves appear very versatile, and have children by other humans, elves, or manage to fit into a fairly wide range of half-elves. Second-generation and fur- social environments. They have a wider ther descendants will possess more of range of possible character classes and the characteristics of whichever blood- class combinations than any other race line is predominant. It is not unusual for or being. Because they possess souls, otherwise normal humans on rare occa- half-elves may become normal clerics and druids; although the sion to have infravision out to a range of several tens of feet, or former class offers a rather limited career, as druids half-elves pointed ears, or a light build, to remind them of an elven ances- may achieve great power and influence. It would appear that tor; in a similar manner, there are elves who may be stronger half-elves have not as much capability for (or love of) magic as than normal, or have reduced resistance to sleep and charm either humans or elves have, but they may reach reasonable spells, or a broader build, passed on by a human ancestor. It levels of skill nonetheless. Their druid-like abilities also help might have been more appropriate in the AD&D™ rules for make half-elves good at operating in the ranger and bard half-elves to have had such variable qualities, to better reflect classes. the unpredictability of genetics and heredity. The most profitable career that some half-elves may turn to It is interesting to note that humans are apparently not the is, of course, thieving, in which they are marginally better over- only beings that elves can intermix with. Tallfellow halflings all than even humans. Half-elves seem to be exceptionally good bear distinct resemblances to their elven neighbors, for good at picking pockets; some believe this is because they present reason. Since halflings are closely related to humans in many such a friendly appearance that people don’t mind having them respects, this is not surprising. Half-elves of other racial mix- near, and some say it is a function of their exceptional curiosity. tures are virtually unknown. Elves and orcs cannot interbreed, Evil half-elves make very good assassins, being able to pass which is interesting since both races can breed with humanity.

14 APRIL 1982 D RAGON 15 by Gary Gygax

® 1982 E. Gary Gygax. All rights reserved.

Because there are many explanations needed to complete the section on cantrips for magic-users, the Good Reader will be pleased to discover that this introduction is short! For those of you who failed to acquire last month’s issue, I suggest you drop this one and get busy finding a copy of the initial part of this series —you’ve already missed a crucial portion of a whole new dimension of fun for magic-users, the O-level spell, or cantrip. Moving right along, here are the details of the balance of the cantrips listed last time:

LEGERDEMAIN CANTRIPS Change (Alteration) By means of a change cantrip, the cas- A of E: 1 object ter alters one small object to another, CT: 1/10 segment although the change must be within the same kingdom, and only animal and ve- getable objects are affected. Thus, a piece of parchment can be changed to a brightly colored cloth square, then the cloth can be changed to a rose by anoth- er use of the cantrip. Likewise, a bird can be changed into a bat, the bat to a flying squirrel by another use of the same type of cantrip, and so forth. Each change requires a change cantrip. The cantrip will not cause more than a 50% increase or decrease in size/volume, and the ef- fect will last for a base time of 1 turn. If the change is radical, then the time will be reduced accordingly; i.e., a dead to appear, the noise of its cry would still be live object ‘is a radical change and will heard. Likewise, if an elephant were hid- last only 1 round. On the other hand, a den by the cantrip, the sound of its tread, very slight alteration such as color trumpeting, or even breathing might be change or the like will last for 1 or more heard. The dweomer will not work if days. Saving throw does not apply as viewers are beside or behind the caster. long as small, animal-intelligence, non- The cantrip lasts for 1 turn on an object magical creatures of normal sort are of 2 cubic yards or less in size. The dura- concerned. Typically, a magic word is tion is reduced by 1 round for every addi- verbalized while the hand makes a pass tional 2 cubic yards of volume made to over the object to be affected. seemingly disappear, until at 20 cubic yards of volume, duration is 1 round. At Distract By means of this cantrip, the caster over 20 cubic yards of volume, duration (Enchantment) causes all who are watching to look at an is reduced to a number of segments A of E: Special area of the caster’s choice. The area equal to -1 per 2 additional cubic yards; CT: 1/3 segment must be to the right or left of the caster, i.e., the hide cantrip will have a duration and the distraction must be within 10 feet of 9 segments if cast on an object of 22 of the caster. Thus, the caster can cause cubic yards volume; 8 segments for 24 viewers to watch his or her right hand cubic yards, 7 segments for 26, 6 for 28, 5 and a place a few feet distant where the for 30, 4 for 32, 3 for 34, 2 for 36, and 1 caster’s finger is pointing, while the cas- segment for 38 cubic yards. Anything ter’s left hand does something unno- over 38 cubic yards in volume will at best ticed. Saving throws apply only to indi- momentarily seem to disappear and then viduals above 0 level, or with at least 1+1 reappear again. Verbal component is an hit dice and an intelligence of greater activating word such as abracadabra than low rating. The distract cantrip has while the hand makes a pass across the a duration of only 1 segment. The caster forepart of the object. The caster can speaks an attention-getting word or dispel the cantrip simply by speaking the phrase and gestures to the left or right to activating word. effectuate the cantrip. Mute (AIteration) The mute cantrip allows the caster to Hide (Illusion) This cantrip allows the caster to magi- A of E: 1 object alter the shape of small objects of a min- A of E: 1 object cally hide an object of virtually any size CT: 1/10 segment eral nature. It applies to glass, metal, CT: 1/10 segment for a short period of time. The cantrip stone, etc. A plane can be altered to a casts a dweomer over the desired object rod, a torus to a sphere; etc. Thus, a coin so that it becomes invisible to all who are could be changed to be a ring. Similarly, in front of the caster. Note that the magic glass could be changed to crystal, lead does not affect sound, so that if a crow- to silver, copper to gold, etc. The dura- ing rooster were made to seemingly dis- tion of the mute is but 1 round. if another

16 APRIL 1982 the exact nature and location of the ob- ject or objects to be presented. If they are on the person of another individual, a saving throw versus magic applies to the individual, unless the object or objects are in plain sight.

P ERSON-AFFECTING CANTRIPS Belch (Evocation) When this cantrip is cast the subject A of E: 1 person will involuntarily belch. A saving throw is CT: 1/10 segment applicable only to see how loud or muf- fled the burping sound is, failure indicat- ing a very loud belch, success meaning that the sound is relatively low and muffled. Verbal component is an almost inaudible belch while the caster’s hand presses his or her diaphragm.

Blink (Evocation) By means of this cantrip, the caster A of E: 1 person causes the subject person (or creature) CT: 1/10 segment to blink his, her or its eye or eyes. The blinking reaction is only momentary, of course, lasting no more than half a se- cond. A successful saving throw indi- cates only a single eye wink, or no effect for one-eyed creatures. The verbal com- ponent is a softly spoken word (such as “hatcha-cha”) while the fingers snap.

Cough (Evocation) This cantrip enables the caster to make A of E: 1 person the subject individual cough spasmodi- CT: 1/3 segment tally. If a saving throw is made, the individual actually touches the object af- cough is only a brief hacking which will fected, the dweomer of the cantrip might not usually disturb other activities. Fail- be affected: The individual touching it ure indicates a loud and active series of makes a saving throw versus magic, and coughs lasting from 1 to 3 seconds. The if it succeeds the cantrip is dispelled. somatic component is a gagging gesture Verbal and somatic components are sim- while a gasp is verbalized. ilar to a change cantrip. Giggle (Charm) By means of this cantrip, the caster Palm (Illusion) This cantrip enables the caster to se- A of E: 1 person causes the subject individual to involun- A of E: 1 small object cret a small object in his or her hand CT: 1/3 segment tarily giggle. The loudness and length of CT: 1/10 segment without seeming to do so. The dweomer this reaction depend on the saving throw. creates an illusory duplicate of the ob- If the subject fails to save, the result will ject to be palmed, so that the other can be a chuckle or giggle lasting about 2 or be taken while under a form of hide can- 3 seconds, If the save succeeds, only a trip (which actually works regardless of brief chuckle will be caused. The verbal viewer position). The illusory duplicate component is a single word or phrase of the palmed object lasts but 1 segment, (known in magical circles as a “punch so it must be covered or screened from line”) while one finger is moved back and view, or else any onlookers will see it forth rapidly. wink out of existence. A special word is spoken while a digit points at the object Nod (Evocation) This cantrip causes the subject to give to be palmed. The caster may then pick A of E: 1 person an involuntary nod of the head due to up the now-invisible actual object while CT: 1/10 segment muscle contraction. The effect is as if the seemingly only touching or handling the subject were nodding in agreement or as illusory duplicate. a greeting. A successful saving throw negates the effect. The caster gives a Present (Alteration) A present cantrip enables the caster to slight nod of the head while pointing his A of E: 1 small object bring any small object or series of ob- or her small finger at the subject. CT: 1/6 segment jects from within a 2-foot radius of his or her person to his or her hand. The object Scratch (Evocation) A scratch cantrip causes the subject or objects will appear magically in the A of E: 1 creature creature to experience an annoying itch caster’s hand as he or she puts the hand CT: 1/6 segment on some portion of the body. Unless a upward or outward with a flourish and saving throw is successful, the subject speaks the key word to begin the dweo- will involuntarily scratch at this itch. This mer. If an object as large as a tankard is scratching will take but a second, and thus presented, the cantrip will be ex- will immediately cause the itch to cease. hausted, but as many as a dozen coins Verbal component is the name of some could be brought to the hand before the body pest (flea, louse, etc.) while the dweomer failed. The caster must know area of the itch is pointed to.

D RAGON 17 Sneeze (Evocation) A cantrip of this nature causes an irri- sleep. Even a creature of up to 5+2 hit A of E: 1 creature tation in the nasal passages of the sub- dice can be affected by sleep if previous- CT: 1/2 segment ject. Unless the subject makes a suc- ly victimized by a yawn cantrip, but the cessful saving throw versus magic, a effect of the sleep spell is diced for as if sneeze will occur. This single sneeze will the creature had 4+1 to 4+4 hit dice; i.e., relieve the irritation. The caster verbal- there is a 50% chance it will not be af- izes the name of an irritant substance fected. The caster hums a lullaby for the while touching his or her nose. verbal component while making a rock- ing motion with cupped hands. Twitch (Evocation) By means of this cantrip, the caster A of E: 1 creature causes a muscle contraction in some PERSONAL CANTRIPS OF THE APPRENTICE CT: 1/3 segment portion of the subject creature’s appen- dages — head, neck, hand, arm, foot, Bee (Summoning) When this cantrip is employed, the leg, etc. The twitch wilt be noticeable, A of E: 1 bee caster summons a honey bee from some- but will not cause the subject great dis- CT: 1/2 segment place — where is of no importance, for comfort or loss of control or concentra- the creature appears in seconds. The tion. The cantrip is negated by a suc- bee will appear in whatever spot the cas- cessful saving throw. Verbal component ter is gazing at, up to 1” distance from is the name of the area to be affected him or her. The bee is, of course, an- while the caster gazes at the area and noyed, and it is 90% likely to sting any makes a twitching motion with the hand. living creature it finds itself upon. (This will certainly cause the subject to react Wink (Enchantment) This cantrip enables the caster to violently if it would otherwise be so af- A of E: 1 person cause the subject individual to wink one fected by a bee sting.) The verbal. com- CT: 1/10 segment eye. A saving throw indicates that the ponent is a low buzzing sound while the winking is rapid and not greatly notice- caster’s forefinger moves through flight- able, while failure to save indicates a Iike passes. greatly exaggerated, prolonged winking. The caster speaks a magical phrase Bluelight This cantrip enables the caster to con- (such as “23 skidoo”) white making an (Conjuration) jure a small sphere of glowing blue, ra- imperceptible winking of his or her eye. A of E: ¼’ diance. The light has an eerie effect CT: ½ segment when seen from a distance, but it only Yawn (Evocation) A yawn cantrip makes the subject illuminates an area in a 5’ radius. Fur- A of E: 1 creature creature feel a brief wave of drowsiness thermore, the bluelight does not cast re- CT: 1/6 segment which in turn evokes a yawn reaction. If a flections beyond this radius. The light saving throw versus magic succeeds, the does not affect either infravision or ul- subject creature is totally unaffected by travision. When the caster says a rhyme the dweomer of the cantrip. Failure, using the words “blue” and “light” in any however, not only forces a yawn to im- combination, the bluelight appears in his mediately occur, but the subject is then or her open palm and remains aglow un- more susceptible to asleep spell. During til the caster ceases to concentrate on it. the balance of the round in which the yawn cantrip was cast, and during the Bug (Summoning) A variation of the bee cantrip; the bug whole of the succeeding round, the sub- A of E: 1 bug cantrip enables the caster to summon ject will automatically fall into comatose CT: ½ segment some form of crawling insect. The beetle slumber from a sleep spell cast upon it, or bug appears in the same manner as so 1 additional creature will be vulner- the bee summoned by the cantrip of that able to the spell if more than 1 creature of name. It will likewise be irritated and will 4 or fewer hit dice are subjected to the pinch, bite, or otherwise attack the crea- spell. Further, if creatures of 4+1 to 4+4 ture it might find itself upon, with ap- hit dice are involved, there is then a propriate results. Verbal component is chance that 2 will actually be affected by the name of the insect desired while the

18 APRIL 1982 caster’s forefinger makes a sliding and Spider (Summoning) This cantrip, much as does a bee or pointing motion at the desired area of A of E: 1 small spider bug or mouse or gnats cantrip, sum- the bug’s appearance (up to 1” distant CT: ½ segment mons a small, ordinary spider from else- from him or her). where to the location desired by the cas- ter, up to 1” distant from his or her per- son. The arachnid so summoned will us- Firefinger (Alteration) The firefinger cantrip enables the cas- ually be a common garden spider or the A of E: ½’ ter to cause a jet of flame up to one-half like, no larger than an inch or two in CT: 1/3 segment foot in length to shoot forth from his or diameter, and basically harmless. There her finger. The flame is very hot and will is a 5% chance that the creature will turn ignite combustible materials such as out to be one with powerful poison parchment, twigs, kindling, and the like (blackwidow, brown recluse, etc.). Since without difficulty, providing the mate- the spider summoned will be annoyed, rials are relatively dry. The flame persists the creature upon which it finds itself, if for up to 1 segment. The caster speaks a such is the case, will be subject to an word of power over elemental fire (ron- immediate biting attack. This will have son, zip-po, or the much revered word, only a momentary effect, distracting the dun-hill), extends the forefinger, and victim for 1 segment, for a normal spider. makes a downward or sideways motion If the spider is of the very poisonous sort, with the thumb. the victim must also make a saving throw versus poison at +4. Success indicates Gnats (Summoning) A cantrip of this nature is similar to the only 1 point of damage is inflicted. Fail- A of E: 1 cubic foot bee and bug cantrips described above, ure indicates 2 points of damage are in- CT: ½ segment except that when it is used a cloud of flicted, and the victim will feel sick and gnats is summoned. The swarm will im- be unable to act normally for 1-4 days mediately proceed to fly around the unless a neutralize poison spell is cast to head of the nearest living creature, and remove the toxin. (A slow poison will unless this creature makes a successful defer the sickness for 1 day.) To cast the saving throw versus poison, the cloud of cantrip, the caster speaks the word gnats will distract the creature for from “arachnid” while spreading his or her 1-4 segments before the gnats fly else- fingers and wiggling them. where. The verbal component is a high- pitched buzzing sound while the caster Tweak (Conjuration) By means of this cantrip, the caster points a digit at the area in which the A of E: 1 creature causes an unseen thumb and forefinger gnat cloud is to appear. CT: 1/3 segment to harmlessly, but annoyingly, tweak some portion of a chosen subject within a 1” radius of the caster. Portions subject Mouse (Summoning) Similar to the cantrip which summons to the tweak cantrip are: cheek, nose, A of E: 1 mouse a bee or a bug, the mouse cantrip ena- ear, beard, moustache, whiskers, or tail. CT: 1/2 segment bles the caster to bring forth a mouse up The cantrip’s effects do not disturb spell to 1” from his or her position. The animal casting, although the tweaking might will be a typical field mouse or as similar distract any creature by causing it to turn a species as possible. When it arrives, to discover the source of the annoyance. the caster will have no control over the A failure to save versus magic (with re- mouse, and the animal will behave as spect to creatures with an intelligence would any mouse in the given situation. under 7), or failure to roll a score greater The caster speaks a summoning word than intelligence rolled on 3d6 (with re- (typically the name of a food item desir- able by mice) while holding his or her spect to creatures with intelligence of 7 or greater), indicates a l-segment dis- hands in such a way as to resemble traction. The caster speaks a magic mouse ears. phrase (such as “kitchy-kitchy-coo”) while making a pinching and pulling mo- Smokepuff When this cantrip is employed, a puff tion with thumb and forefinger. (Evocation) of actual smoke appears in the desired A of E: 1’ diam. cloud location, up to 1” distant from the caster, Unlock (Conjuration) This cantrip enables the caster to con- CT: 1/3 segment and will ascend as would a normal cloud A of E: 1 lock jure an invisible, key-like force approp- of smoke, or be dissipated, depending CT: ½ segment riate to the locking mechanism to be on the prevailing conditions. The caster opened (or closed). The unlock cantrip can cause the smoke to be either white, will affect only simple locks of the most gray, black, brown, yellow, or green. The basic sort — typically those which have caster names the color of smoke desired closing pressure prongs or bolt and pins, while moving a hand from an extended or bolt and spring closures. Locks with horizontal position to a vertical one, tumblers or levers, as well as secret- meanwhile breathing forth a puff of air. combination locks, are not subject to

D RAGON 19 this cantrip. Note that simple locks with approach closer than 1”. The caster complex wards to prevent skeleton-key must softly vocalize sounds similar to triggering will be subject to an unlock footsteps while pointing in the area they cantrip. While the caster speaks a word are to occur initially and subsequently. or phrase associated with locks (tic- tack-doublelock, yah-el, etc.) he or she Groan (Illusion) A groan cantrip creates the audible il- makes a twisting motion with fingers A of E: Special lusion of a wracking cry coming from held as if to grasp a key. CT: 1/6 segment some location no more than 1” from the caster. Naturally, those creatures within HAUNTING-SOUND CANTRIPS hearing distance are allowed a saving throw versus magic, and if it succeeds, Creak (Evocation) By means of this cantrip, the caster the individual will hear no such noise. A of E: Special evokes a noise similar to that of a door The caster makes a soft groaning sound CT: 1/6 segment with corroded hinges slowly opening, or in his or her throat while pointing to the else a sound as if someone or something area from which the sound is to appear were walking across squeaking floor- to come. Note that a container or door boards. The former sound lasts for 1/3 will not hamper the range of the cantrip, segment; the latter noise will last half a so that a groaning sound can be made to segment and seem to traverse up to 10 seem to come from behind a door, in a feet distance. The caster makes a low chest, etc. creaking sound in his or her throat while using a hand to make an opening motion Moan (Illusion) This cantrip is the same as a groan or fingers to make a walking motion. A of E: Special cantrip, except that the sound involved is CT: 1/10 segment either a pitiful moaning or else an eerie Footfall (Illusion) When this cantrip is employed, the one. Verbalization of the desired sound A of E: Special caster creates the audial illusion of foot- is either a low-pitched one for the haunt- CT: 1/6 segment steps. The sound is as if a human or ing effect or a high-pitched one for the humanoid was walking. The footfalls can pitiful effect. be soft or fairly noisy. They can ap- proach, move away from, follow, or oth- Rattle (Illusion) By means of this cantrip, the caster erwise seem to parallel a person or party. A of E: Special causes the audible illusion of a rattling They must begin within 1” of the caster, CT: 1/10 segment sound associated with chains. Its direc- but they may thereafter move away from tion and distance are the same as for a him or her up to a 2” distance, or may groan cantrip. The sound will last for up

20 APRIL 1982 to 2 seconds. All creatures within 1” of lows loudly while pointing toward the the sound are entitled to a saving throw area where the cantrip is to come from, versus magic to determine if they hear while thinking of the thumping sound. the illusionary sound. The spell caster names the rattling device which he or she desires to create the illusion of while Whistle (Evocation) When this cantrip is cast, the dweomer shaking one hand vigorously. A of E: Special causes a faint or loud whistling sound. A CT: 1/6 segment faint whistling can be heard within 10’, a loud one within 30’. The sound can be Tap (Evocation) By means of this cantrip, the caster is sharp and normal-seeming or echoing, A of E: 1 sq. foot able to evoke an invisible force which hollow, and eerie. The caster must whis- CT: 1/6 segment will tap or rap against some solid object tle softly in a manner generally similar to — a door, lid, floor, table, wall, pane, or the desired sound while he or she looks whatever. The sound will occur once, at the area from which the sound is to twice, or thrice according to the number come and holds two fingers near his or of fingers extended by the caster. It is an her mouth. actual sound, and creatures within 1” of the noise will certainly hear it if their sen- THE CASTING OF CANTRIPS sory organs permit. Verbal component is a hollow sound created by the tongue Cantrips are basically cast the same way that spells are cast. against the palate, or a key phrase spok- Note that despite their simple components and short casting en softly, while the finger makes a tap- times, only two cantrips can be cast during any round by a ping motion. single magic-user or apprentice. Furthermore, the segment of the round in which the cantrip is cast is dependent on the usual factors: surprise, initiative, and so on. After the first of the two An audible illusion, the thump cantrip Thump (Illusion) cantrips is cast, the magic-user must roll a four-sided die to causes all creatures within a 1” radius of A of E: Special determine how many segments later he or she will be able to CT: 1/10 segment the area of effect to hear a loud but cast the second cantrip (if so desired). It is not possible for a muffled thumping sound, as if some- thing large just fell from a height of afoot magic-user to cast both a spell and a cantrip during the same or two. A successful saving throw versus round, no matter how short the casting times. magic nullifies the cantrip’s effect. The caster can cause the sound to seemingly And now that you have finished with cantrips for magic- come from any location within a 1” radi- users, get ready for next month, when cantrips for illusionists us of his or her person. The caster swal- will be featured. Until then....

D RAGON 21 22 APRIL 1982 D RAGON 23 — and the advent of bal- listic weapons — proved the beginning of the end for the medieval warfare de- picted in the AD&D™ world. Armor, bladed weapons, stone castles — all were made obsolete by gunpowder and firearms. Nothing withstood “the great equalizer” that let men kill from a safe distance without concern for per- sonal strength or valor. So, the Dungeon Masters Guide for good reason warns against the desire to “have gunpowder muddying the waters of your fantasy world.” (p. 113) Yet, in- troducing gunpowder to a campaign raises some fascinating possibilities. The trick, of course, is limiting the use of fire- arms to maintain game balance. For example, DMs should not allow alchemists and artisans to greatly im- prove the technology of firearms in their world; gunnery should remain an art, not a science. For a long time artillery was rare, expensive and clumsy in battlefield use— more a psychological than a phys- ical weapon. The use of gunpowder in a fantasy world should reflect this; with the Hundred Years’ War was outfitted gun or the Nebelwerfer). Their touch proper design, almost any early firearm with one “Pot de Fer,” 3 Ibs. of gun- holes were arranged so a single sweep of could be introduced into the AD&D set- powder, and 2 boxes of 48 large bolts the gunner’s match would set them all ting, if the DM can devise a logical justi- with iron “feathers.” Although arrows off. fication for its presence. With this in and bolts were soon replaced by bullets Ribalds were usually mounted on mind, what follows is historical informa- of lead, iron, or stone, they were still be- wheeled carts, with a shield to protect tion on various firearms, with ideas for ing fired from muskets as late as the time the gunner from arrows, These “carts of translating them into play. of the Spanish Armada, and ribalds made war” were particularly useful when aimed in England in 1346 are known to have at breaches and doorways. However, the Early guns fired “quarrels.” balls fired by a ribald were far too small The first real gun was a large, bottle- The guns the French used to defend to breach walls, and the weapon took a shaped iron pot that fired an enormous Cambrai the following year were bought long time to load or reload — each tube crossbow bolt when powder in its bot- from artisans by weight, and averaged had to be cleaned out, filled with a tom was ignited. Such weapons were only 25 Ibs. per gun. charge of powder and a ball, wadded, known as “Pots de Fer,” and were made The most popular gun of this period tamped down, and primed. as early as 1327 in England, was the “Ribald,” a series of small gun By the 1340s, 3-inch caliber guns were In 1328, the French fleet that raided barrels clamped together (looking some- used for sieges, and in at least one in- Southhampton in the opening year of what similar to the much later Gatling stance, by the English at Crecy in 1346,

24 APRIL 1982 skilled workers, paid as much per day as a man-at-arms. At the siege of Harcourt in 1449, a gun produced by the Bureau brothers did heavy damage — “the first shot thrown pierced completely through the rampart of the outer ward, which is a fine work and equal in strength to the Keep.” In the next year, the Bureau brothers’ guns took sixty fortified areas. Many Surren- dered as soon as the big guns were in position, for the defenders knew they would simply be battered to pieces. It was no longer necessary to starve some- one out of his castle — you could now blow it down about his ears. On the battlefield, however, supremacy was much longer coming. Early guns were emplaced on earthen mounds and dug in, or upon wooden platforms. These were not mobile, so if an enemy avoided the ground the guns were aimed at, the guns were useless. Mobile carriages were introduced in the early fifteenth century (such mounted cannon were known as on the battlefield. These guns fired balls France and called “The Lion,” blew up “snakes”) but the introduction of light- of iron and stone and the three cannons and a piece of shrapnel struck him in the weight horsedrawn gun carriages and at Crecy sold the English on the use of chest. trunnions (the projections on a gun bar- artillery. Despite the risks, large barrels were rel that act as pivots for elevation) came Most of these early pieces were cast in effective in battering down castle walls. later. Cannons had smooth bores for brass or copper rather than iron. In 1353 These were wrought rather than cast. centuries before successful rifling was Edward III ordered four new guns cast of White-hot iron bars were laid side-by- developed, and the maximum effective copper from William of Aldgate, a Lon- side around a wooden core and welded (wall-piercing) range of a 14th century don brazier. The guns cost the equiva- together by the blows of the gunsmith’s smooth-bore cannon was 200 yards with lent of about $150 each in today’s mon- hammer. Iron rings or hoops were clamp- a 30-lb. missile. ey. These were probably small guns, ed around the barrel to strengthen it. DMs should not allow reliable hand- because large castings tended to have As the arts of metallurgy and casting guns or shoulder arms in their AD&D flaws and airholes. This led to the guns’ improved, bronze cast guns replaced worlds, although historically, one-man distressing habit of blowing up when hooped guns. By the end of the 15th cen- firearms were in use as early as 1386. touched off, killing the wrong people. tury hooped guns were rarely seen. Mis- The individual barrels that made up ri- James II of was killed in 1460, siles during this time were almost entire- balds were mounted separately on spear- while besieging Roxburgh Castle, when ly of stone; firing metal balls was simply shafts and given to men-at-arms. A sold- one of his big guns, a bombard made in too expensive. Cannon-ball cutters were ier put the spear shaft under his arm,

D RAGON 25 resting its butt on the ground behind in battlefield gunnery (save at great risk, guns in battle. DMs may wish to increase him, and fired the handgun by lighting a in emergency situations). Historically, the smith’s fee over that given for an “match” (a length of cord impregnated gunners were artisans, private individu- “engineer-artillerist” in the DMG (p. 29- with saltpeter and sulphur so it burned als who produced firearms for a fee and 30) on the grounds that men familiar with slowly and evenly). These guns, which often hired themselves out to work the these new and relatively mysterious fired high into the air and were difficult to guns they made. The price of a gun or weapons are in great demand, and rare. aim, were soon replaced by short-shafted guns always provided the buyer with the Two hundred gold pieces a month seems weapons that rested against the chest or weapon, any stands or carriages neces- about right (plus 10% of the cost of wea- shoulder. These were very inaccurate, sary for its use, ammunition, gunpowder pons made, as mentioned in the DMG), but when firing in massed volleys could (or at least its ingredients), and all the but remember that demand, supply, po- be quite effective. necessary gunners’ equipment: drivells litics, alignment, and character will af- Such firearms were unpopular with (iron ramrods), tampions or tompions fect a gunsmith’s charge; a party should knights, for the lowliest peasant could (wads), matches, touches (for lighting find a gunsmith’s services quite dear — if pierce armor with one. Professional matches or powder through a touchhole; not outrageous. soldiers weren’t too happy, either. Shake- a “touch” is basically a torch mounted on A gunsmith is capable of all the tasks speare captures their feelings when he a pole), and firing pans (metal pans filled of an armorer or blacksmith, given time, calls gunpowder “villainous saltpeter,” with hot coals, to light the touches so no but will not be pleased if kept long away and a Venetian mercenary army in 1439 flint and tinder were used to avoid from his guns. Most gunsmiths will have massacred Bolognese handgun men for sparks). Gunmakers provided bags of pet theories and grand schemes about using “this cruel and cowardly innova- hide to carry the gunpowder, and scales placement and use of guns in warfare. tion, gunpowder.” and a mortar and pestle for mixing it. These plans may be impractical or inge- Soon gunstocks had hooks that caught They manufactured barrels of all sizes nious, and once hired, a gunsmith will on a parapet or barricade to absorb with locks, to store gunpowder in a cas- attempt to get his plans implemented if some of the recoil. The development of tle or permanent gun emplacement, and his employer seems rich enough to make the matchlock gun allowed guns to rule trays of wood or brass in which damp them reality. armor, and the medieval setting typical powder could be dried over a fire or in of AD&D adventuring was largely gone. the sun. If their guns fired cast bullets Gunpowder The matchlock gun became the musket, — of iron, brass, copper, or lead — the This explosive is an unstable mixture wheel-lock guns were introduced, and gunners provided the molds for each of potassium nitrate (saltpeter), sulphur, modern weaponry was in sight. firearm. and charcoal. It does not travel well and A gunsmith, one can see, was both therefore was mixed on the battlefield. Gunsmiths and their equipment highly skilled and versatile, and often Gunners were specialists in mixing Player characters should not be al- employed underlings to round stone balls, charges and judging the correct amount lowed to obtain skill in gunsmithing, nor work and cast the metal, and manhandle of each ingredient to use, although this

26 APRIL 1982 too was at times more an art than a Guns stone (iron balls had more “punch”) but science. Powder with coarse saltpeter Medieval guns were of all manner of were heavier, and had to be far smaller if burned slowly; when finer saltpeter was names and calibers. Often individual gunpowder was to hurl them with the used, the powder exploded promptly weapons of the same caliber made by same force. Later. metal grew too ex- and with greater force. Many guns blew the same maker varied greatly in weight pensive, and stone balls were used in up, and firing a charge through a touch- and dimensions. quantity again. hole became suicide. Instead, gunners Some guns loaded through the breech Charles of Spain, in 1550, made the laid a train of fast-burning powder along and others through the muzzle. They first attempt to standardize gun calibers, the outside of the gun barrel, lit it, and were made of iron, steel, cuprum (har- to let balls for one gun be used in anoth- ran for safety. dened copper or brass), latten (crude er. His artillery was of seven types. By The saltpeter is expensive and rare (in brass), and “gunmetal” (or bronze, an 1753 there were nine calibers of English the area of 22 gp per pound); the sulphur alloy of 90 parts copper and 10 parts tin). guns, differing in size and weight de- less so (averaging 8 gp per pound). The Bronze was stronger than iron, but in pending on whether they were iron or charcoal is cheap (1 cp for a 5-lb. bag) early examples of the alloy the proper brass. Confusion of size and exact statis- and generally available, preferably from proportions of copper and tin were un- tics is rampant, so the following tables the burning of willow wood. Willow fag- known; smiths guessed, and as a result a use the sixteen English gun types of the gots cost 5 sp per cord (a cord can be lot of bronze guns blew up. mid-1500s. If these seem too exhaustive, measured in many ways, but is usually Early guns (circa 1350) were small, scale down the table as follows: hand- 128 cubic feet). Local supply will of firing balls of up to 3 Ibs. weight, but by gun, ribald, cannon, culverin, and saker course affect these prices. 1400 guns fired balls of up to 200 Ibs. as is, and the listings of bombard (every- The formula is generally 75% saltpe- Smaller-caliber guns remained more ac- thing larger than a Cannon), dolphin (ev- ter, 15% charcoal, and 10% sulphur, but curate than those of large caliber. The erything between culverin and saker), these proportions vary if the powder is largest known gun of this period was the and serpentine (everything smaller than used for blasting. One infamous use of Russian “King of Cannons” built in 1502. a saker). Listings follow in the Abbre- gunpowder is commemorated in the ex- It had a caliber of 915mm, and fired a viated Table. pression “hoist with his own petard”: the l-ton missile down a 17-foot barrel. Names used in the table have been petard was a bucket of gunpowder the Guns fired quarrels, balls of iron, brass, applied (and misapplied) to all sizes of gunner was supposed to take, dodging and stone (sometimes strengthened with guns by writers of various times, and arrows and the like, and hang on the gate iron hoops) and special treats like heat- some names (such as “curtail” and of a hostile stronghold (hammering in ed shot (a wad of damp clay between the “sling”) belong to guns whose nature his own nail to hang it on, if none were powder and the ball prevented the gun and caliber are unknown. Culverin is Lat- handy) and then ignite, to blow in the from exploding) and hollow shot filled in for “snake”: guns were often named gate. It was not, as one can see, very with gunpowder that was intended to for reptiles of mythology — the fire- popular with gunners. blow on impact. Cast iron balls replaced breathing dragon became “dragoon.”

D RAGON 27 TABLE OF GUNS

Rate of Siege Attack: Points Weight of Range fire (1= Crew Cost of Average Average of Damage Against Defensive Gun Caliber projectile (in game) Damage once per (min-weapon weight length Soft Hard point name (”) (in gp) Min. Max. S-M L round) max.) (gp) (lbs.) (’/”) Wood Earth Stone Rock value Handgun 1 2 1 50 2-6 2-6 ½ 1-2 30 6 1'+ 2' ------stock Ribald 1 2 1 50 2-6 2-6 1/24* 1-3 380 80† 2’X4‘X ½ ------½ (x12) (x12) 3' high Rabinet 1 5 20 200 1-10 1-10 ½ 2-3 200 300 3' 1 -- ½ -- 1 Serpen- 1½ 10 50 600 1-10 2-12 ½ 2-3 400 420 4' 2 -- 1 ½ 2 tine Falconet 2 20 75 900 2-12 2-12 ½ 2-3 800 500 6' 4 -- 2 1 3 Falcon 2½ 30 100 1000 2-16 2-16 ½ 2-3 1000 800 6'4" 5 -- 3 1 4 Minion 3¼ 40 120 1200 3-24 3-30 1/3 2-4 1600 1200 6'6" 5 -- 4 2 5 Saker 3½ 60 150 1600 3-30 3-30 1/3 3-5 2000 1500 7'9" 6 ½ 4 2 6 Bastard 4 70 170 2000 4-32 4-32 1/3 3-6 2200 2600 9'0" 6 ½ 4 3 7 cuiverin Demi- 4¼ 90 200 2200 4-32 4-40 1/3 4-6 2300 3000 11'6" 7 ½ 53 7 culverin Basilisk 4¾ 120 300 2400 4-32 5-20 ¼ 4-7 2400 3280 11'8" 7 1 5 3 7 Culverin 5¼ 180 300 2600 4-32 5-30 ¼ 4-9 2500 4000 12' 8 1 6 4 8 Pedrero 6 240 280 2500 5-20 5-30 1/5 4-11 3000 4200 9'6" 8 1 6 4 8 Demi- 6½ 320 260 2300 5-20 5-40 1/5 5-13 3600 4500 11' 8 1 6 4 8 cannon Bastard 6½ 350 260 2200 5-30 5-40 1/6 5-13 4000 5000 10'11" 9 1 6 4 9 cannon Cannon 6¾ 380 260 1900 5-40 5-40 1/8 5-14 4250 5600 10'11" 9 2 75 9 serpentine Cannon 7 400 250 1700 5-40 5-50 1/10 5-15 4500 6000 10'9" 10 2 75 10 Cannon 8½ 680 200 1200 5-50 5-50 1/14 6-15 4900 8000 8'6" 12 3 85 11 royal Bombard upto up to 100 500 6-48 6-60 4 shots 7-15 3000- 8000- 12'+ 14 4 10 6 12 12 2000 per day 6000 10000 Abbreviated Table of Guns Rate of Siege Attack: Points Weight of Range fire (1= Crew Cost of Average Average of Damage Against Defensive Gun Caliber projectile (in game) Damage once per (min-weapon weight length Soft Hard point name (”) (in gp) Min. Max. S-M L round) max.) (gp) (Ibs.) (’/”) Wood Earth Stone Rock value Handgun 1 2 1 50 2-6 2-6 ½ 1-2 30 6 1’+2’ ------stock Ribald 1 2 1 50 2-6 2-6 1/24* 1-3 380 80† 2’x4’x ------½ (x12) (x12) 3' high Serpen- 2½ 25 50 900 2-12 3-24 ½ 2-4 1000 1000 5' 3 -- 2 1 3 tine Saker 3½ 60 150 1600 3-30 3-30 1/3 3-5 2000 1800 7'9" 6 ½ 42 6 Basilisk 4 120 200 2100 3-30 4-32 1/3 3-7 2200 3000 10' 7 ½ 5 37 Cuiverin 5¼ 180 300 2600 4-32 5-30 ¼ 4-9 2500 4000 12' 8 1 64 8 Dolphin 6 320 270 2100 5-30 5-40 1/8 4-12 3500 5000 11' 91 6 4 9 Cannon 7 400 250 1700 5-40 5-50 1/10 5-15 4500 6000 10'9" 10 2 75 10 Bombard 12 2000 100 500 5-50 6-60 1/20 6-15 5000 8000 9' 12 3 9 6 12

* — Each barrel must be individually cleaned out, charged, tamped, loaded, primed, and lit (and the whole aimed). With 2 men, rate of fire rises to 1/12, or once every 12 rounds. A third man raises it to once every 8 rounds. The rate cannot be further speeded up. † — Includes cart.

28 APRIL 1982 HAND CANNONS

RIBALD SERPENTINE MATCHLOCK

Firing guns powder trail, and head for cover before missiles, and could be extinguished only Gunpowder is a perilous substance the blast goes off. by sand, vinegar, or urine. It was proba- and handling a medieval gun was often After firing (assuming the gun and bly a mixture of naptha, quicklime, sul- more dangerous than facing one. There some of the enemy and crew survive), phur, salt, petroleum and oils, and was is a 10% chance (not cumulative) a gun the gun must be re-aimed, the barrel the heir of incendiaries used by the an- explodes when fired. (See AD&D mo- cleaned out, and the weapon reloaded. cient Greeks and Armenians (mixtures dule S3, Expedition to the Barrier Peaks; Cleaning out all those barrels is why the of pitch, resin, and sulphur) and Romans treat the explosion as a grenade blast, ribald (see table) has a low fire rate. In- (quicklime and sulphur that ignited on effective within 3”.) This chance is les- creasing the number of people in the contact with water). sened (-5%) if the gun crew is expe- crew can as much as double the firing Even if guns are not carried on ships, rienced in handling the weapon in ques- rate, but only so many men can work bear in mind that men in the tion, and lessened further (-1%) if the around a gun before they start getting in AD&D world will be quick to place them gun itself was successfully fired before. each other’s way. onshore to defend harbors and strategic- However, if the gun has been fired 25 ally important channels. times without careful examination and Naval use of gunpowder maintenance by a gunsmith, the chance DMs should not allow successful wa- Strategic importance of gunpowder of explosion increases by 2% with each terborne use of guns, confining gun- Even when guns made more noise additional firing. powder to use in incendiary missiles than damage, they had a powerful effect The DM should take careful note of hurled by mechanical engines such as upon the behavior of horses and a lesser other factors — such as flaming arrows catapults. Naval warfare can be fear- effect on the morale of warriors. Despite on a battlefield —that may affect prema- some enough with this and “Greek fire,” the expense and battlefield impracticali- ture explosion. The most common cause without using guns. ty of the guns, romantic, forward-looking of such an accident was overcharging a Men historically made fast work of the — and desperate — rulers will be most gun; that is, using too much powder. The problems of guns at sea, but the DM can interested in controlling the production DM should judge when the gunner — by make the troubles insurmountable: Guns and use of guns (and gunnery). mischance or upon instruction — has are very heavy. They fall through dam- In Piper’s Lord Kalvan of Otherwhen, used too much (a culverin requires 12 aged decks and hulls, and can cause a the priests of Styphon built an empire on Ibs. of gunpowder per shot, smaller ca- ship to roll over and capsize if they as- their control of gunpowder. Guns and liber guns less, and larger caliber guns sume unbalanced positions onboard. the knowledge of their construction were more). Their recoil (before the days of traveling of priceless strategic importance. The Basically, operating a gun includes carriages) was absorbed entirely by the success of Lord Kalvan, and historically the following steps: Unload the gun from timbers of the ship, and the distressing of John Zizka and of Gustavus Adol- its carriage, emplace it — the gunner en- tendency of guns to explode destroyed phus, is due to putting their mastery of suring it is aimed — clean the barrel, mix many vessels. Any vessel with a gun also this knowledge to battlefield use. the gunpowder (this is generally done by has an extremely vulnerable area: the A DM may also consider guns of im- the master gunner while his crew posi- gunpowder magazine. mense strategic importance when a too- tions and emplaces the gun), load the “Greek fire” was dreaded by ancient cocky player character takes his Dragon charge into the gun, wad it (to cap the and medieval sailors, and with good rea- Slayer sword in hand and rides out upon charge), tamp it (so the charge is packed son; it burned on water and even dam- reports of a “a great snakelike monster together and will burn quickly and even- aged stone and iron. The exact formula that belches fire with much noise” ex- ly), load and ram the shot, light the is lost, but the terror weapon was liquid, pecting another rich treasure and easily- charge by slow match, touchhole, or could be blown from tubes or encased in earned level...

D RAGON 29 30 APRIL 1982 he head of the Cheetah seemed to smile mockingly at me. being the person you are.” If he’s said that once, he’s said that a T You’ve forgotten something, I could almost hear it say. thousand times. I resisted the urge to answer back, But I always forget After an hour of yelling, screaming, and hair-pulling (mine, something when I’m late. There are enough animate objects to not hers—and I can’t afford it), I’d gone home to get some sleep talk to; talking to inanimate ones is a waste of time. about three in the afternoon. I woke up at six-thirty, having slept I glanced around the room. Nothing I could see should be on through my microoster’s pleadings, and, as I said, threw on my my person. Nothing noteworthy at all to see, except the mi- Cheetah, and sprinted for the plant. crooster in the corner, perched on the nighttable, chanting, At the main gate, the huge, red-bearded guard set his “You’re going to be late. Caw, caw, caw.” hammer down, stooped over, and pulled my throat closure I looked through the window at the darkening sky. If only I apart, muttering the unfasten spell as he lifted the head off. hadn’t overslept... The chirping of a distant sparrow and the guard’s human To hell with it. I straightened the fur suit — if you don’t get the musk faded away; the late autumn colors became pronounced arms and legs straight, you’ll limp — and settled the cheetah- in the fading light. I straightened, quickly pulling off the tawny head firmly over my own, fastening the suit’s collar to the head. pelt. Damn! I had forgotten to open the apartment door. I lunged “Good evening, Mr. Davidson,” the guard rumbled, handing for it, barely able to turn the knob and swing it open as I the head back to me. I tucked it under my arm, careful of the changed. teeth. The first thing I always feel is the heartbeat. A cheetah’s heart “Am I late?” I was still panting a little from the run over. A pumps along at almost twice the rate of a human’s; it takes me a cheetah may be fast, but that doesn’t mean that it won’t tire you few moments to get used to it, to feel that it’s normal, not like a out if you push it too far, too fast. triphammer going off in my chest. “Nooo.” He glanced at the clock in the stone-and-glass cubi- Better. I used my front paws to kick the door shut. cle behind him. “But close. You want I should hang the cat up Colors faded into shades of gray, but it was no loss: My head for you here?” spun with the heady smells of autumn. A bit of ozone in the air, “Thanks, Einar— beware the teeth.” I tossed the head to him tanging my nostrils, the sour-sweet odor of leaves decaying in and followed it with the rest of the pelt, already running for the the trees . . . and the wind from the path toward Stratfield carried entrance. a whiff of bear. Bear? The corridors in the R&D area were almost empty; only a few I almost shrugged — not a good idea; a cheetah isn’t built for cleaners and the odd researcher — often very odd — have to shrugging — and bounded down the path. It was on my way, work second and third shift. anyway. R&D Reception is a different case. Old Man Parker, who About half a mile down the path, I ran into a pack of cub started WearWolf as a room behind his sorcerer’s shop, has scouts snuffling along, their massive den mother trying to keep always felt that it makes sense to keep the company open to them in some semblance of order, failing as two spotted me and freelance designs — twenty-four hours a day, each and every tottered over, unsteady on their hind legs. day. I wanted to say something like, “Sorry, I don’t have time to Despite the hassles from the Sorcerers’ Guild and the Magi- play,” but it just came out as a snarl. The nearer of the two cal Trade Commission —the MTC is full of Guild people—that recoiled, then reached out a paw to bat at me. bit of stubbornness in running an open shop has paid off. Not And was interrupted by an eagle’s scream as the eagle scout all the skill, after all, is in the Guild; there are some very talented swooped between us, buffeting the cub with its wings, then amateurs out there. We got the MiniRoc from a walk-in, and I climbing, reassuming its position overhead. handled the Phoenix myself — do you realize how many fire The den mother bounded over, either to gesture an apology, departments there are in the U.S. alone? make sure I wasn’t going to hurt her charges, or both — well, I The job may have its drawbacks, but working for the largest really didn’t have time to find out. If I didn’t get a move on, I was manufacturer of zooanthropic apparel does have its plusses. going to be late. And normally, either of the night shifts is a plus. Four nights I took a deep breath, and ran to the office. out of five, nobody brings anything in —gives me time to catch up on my reading, play a game or two of chess with one of the Most of the time, I wear my Wolf to the office, whether I’m Research poltergeists — and on the fifth night it’s usually a coming in for a day or night shift. I know it’s not as fast as, say, a minor, and unprofitable, variation on some item we already Springbok or my Cheetah, but I like to leave my apartment early carry. and take a nice, slow lope to the plant, drinking in the sights, But every once in a while... sounds and smells of the woods that surround WearWolf’s Stratfield plant-and-office complex. Sometimes, if I leave a bit John Honistead was waiting at the R&D Reception office, his early, I even stop to grab a bite along the way — nothing larger long frame leaning against the door jamb. than a rabbit, of course; it could be someone’s child. “How nice of you to finally show up.” That Monday evening, though, I was too close to being late. I looked at the wall clock. 7:02. I’d just been rotated to second shift at R&D Reception, and my “For two minutes you’re going to give me trouble?” inner clock hadn’t quite accepted the change.... Although my He just smiled, fingering the silver cross on the chain around damn alarm had. his neck, and followed me into the office, sat down on the chair To make things worse, I’d had to get up earlier that Monday, next to the suit rack, and began to pull the legs of his WearWoIf to straighten out some fool in R&D Chief Ambrosius’ office who over his shoes. had me scheduled to work the following Friday night. I sat behind the oaken desk and began shuffling through the Which was ridiculous. Old Man Parker would’ve had a fit if he stack of papers that he’d saved for me. had heard. “All power, magical and otherwise, comes from “You in a rush, Johnny?” Fiction by Joel Rosenberg

D RAGON 31 He growled, shook himself, and put all fours on the floor as the outfit came to life. His legs became the spindly ones of a wolf...

“Got a date tonight. New lady.” “It’s obvious what you’ve discovered.” I sighed. “I wish you’d “Seen her in the flesh yet?” talked to someone before you went ahead. Getting yourself “Nothing but, actually. Soon as I get home and change, we’re is going to cost you quite a bit. You’ll probably have to going gull-hunting over the Sound.” He smiled, then sighed. “I spend the next couple of years as an ox’s hindquarter — con- bet she looks great in feathers.” servation of matter; you have heard of that? — paying off your He had finally gotten the Wolf skin on, and lifted the head priest’s bill.” down from the rack. “Oh, almost forgot — you’ve got an ap- An angry gleam came into his pinpoint-pupiled eyes. “But pointment with a Mr. Tepesh. Eight-thirty or so. Said he wants —but thiss technique will be cheap. All I have to do izz bite to come by, try to pitch you on a new outfit.” someone and — ” “That’s why we have a night shift. Did he say what it was?” “Three bites, and they’re a vampire, too. Right?” “Nope.” Honistead’s voice was muffled by the head. “Fasten He nodded. “Yessss.” He must have been getting upset; the me up, will you?” hissing was getting worse. I leaned over, hooked his collar together, and stood back. “Now, look, you’ve made at least three mistakes, Tepesh. While Johnny Honistead and I are old friends, it doesn’t pay to First,” I held up a finger — a polite one — “once you bite be too close to someone who’s just ‘throped; it takes a few someone three times, they‘re a vampire, right? Right. What’s to seconds, sometimes, to remember that you’re really human. stop your customers from going around, selling their services He growled, shook himself, and put all fours on the floor as until your whole potential market — and a small one; I’ll get to the outfit came to life. His legs became the spindly ones of a that —fills up? Hell, in two, maybe three months, you won’t be wolf, and the dull, glassy eyes in the head turned liquid and able to give a bite away.” gleaming. Johnny wagged his tail and gave a cheerful bark He hissed at that. I should have noticed and backed off, but I goodbye as he ran out through the anteroom, nails clicking didn’t think. Too bad, as it turned out. against the floor in a rapid tattoo. “Second,” I put up another finger, “who wants to become a I went over to the coffee setup in the corner of the office and vampire these days? Granted, you have great physical strength, took the stick of lignum vitae and my cup from their respective you ‘can take on a few more shapes than most people can pegs, pouring some water over the fleck of stone imbedded in afford. But you’re fragile — if you fall the wrong way on a the stick’s tip, letting the hot, black brew run into the cup. I pointed stick, you can die. Or, if you don’t get enough whole- added creamer, and a bit too much sugar. some Christian blood to drink. I wouldn’t want to insure you As I took a sip, I breathed a prayer of gratitude to Honistead against hepatitis, either — the sort of wino you’re likely to feed for remembering to prime the Stone. Zooanthropic suits are off is not a good bet. You can be killed with a dinner fork, for non-denominational, but Stones are a Christian artifact. I’d God’s sake! And no matter how long you live, someday some- have as much luck summoning a djinn or performing an exor- thing will catch up with you, and where does that put you? In cism as I would priming a Philosopher’s Stone. Hell, that’s where. Okay, if you reach a priest before somebody Back behind the desk, I put my feet up, stuck a cigarette in my runs a popsicle stick through your gizzard . . . ” mouth, and lit it with the hellflame in its gray stone box on the He rose and stood over me. His lips, redder than anything I’d desk, absentmindedly letting the flame rest harmlessly in my ever seen, were pulled back from ivory teeth. I added a third palm. Religious magical specificity works both ways, after all. I finger to the other two and looked up at him while I kept talking. can’t prime a stone, but I hardly have to worry about the flames “Lastly, we produce zooanthropic costumes here. Costumes. of a Christian hell. You put them on, you take them off—okay, so maybe with a I shrugged, set the flame back in its container, and spent a little help. On. Off. You see the difference?” while going through some papers, checking requisitions, filling The hissing grew louder as he raised his cape behind him, out the calendar— in between puffs and sips. I like the tempo of clutching it tightly in his bony hands. the night shift — although there’s always some talk about clos- “So, you’ve come to the wrong place. Give it up. Or, if you’re ing it down. That’s always quashed by the Old Man, when it gets even dumber than you look, give a call to the folks over at that far. All it takes is one successful, idiosyncratic amateur Transmo, Ltd. They might be hard up enough to — errrrrp!” coming in with a new outfit, to more than cover the cost of I never saw him move. One moment he was towering over me, manning the desk for a century. the next he had sunk two fangs in my neck. He sucked. It stung, A while later, I put out my tenth cigarette and glanced at the terribly. clock: 8:30. That Tepesh person should be in shortly. I put my He swallowed, gulped, and then a look of indescribable terror feet back on the floor, just as the anteroom door squeaked came over his face. Tepesh — or whatever his real name was open. — collapsed to the floor, dead as a stone. There he stood, tall and graceful in an outfit that was more I looked down at my chest, following a thin trickle of blood, suited for going to the opera than doing business. He strode up and saw nothing except my open shirt. And then I realized — it to the desk, a tall, pale man with coal-black hair, and blood-red wasn’t my fault. He should have known. lips in a fishbelly-white face. Because The Father of Magic is fair. The protections He has “Oh, pooh.” I muttered to myself as I waved him to the seat ordained against vampirism are crosses, Hosts, to safeguard beside the desk, then spoke to him: “Don’t tell me. You want to His Christian children. sell us on a vampire deal, right?” But Tepesh ‘should have known. If I’d needed that kind of “Yesss.” His long canines made it impossible for him to pro- protection, I would have been carrying a Host, wearing a cross, nounce sibilants without sounding like a teakettle. “I have re- something. He should have known I didn’t need the Christian cently discovered — ” protections against vampirism. I interrupted him with a shake of my head, holding up one He should have known, even though the thing I had left at my hand for silence as I lit a cigarette with the other. Not polite, apartment was my necklace, the one with the Star of David. maybe, but I don’t have a lot of patience for fools. Schmuck...

32 APRIL 1982 How much do you know about science in a fantasy world?

by Mike Holthaus Malrob the Maroon, a wandering wiz- fered through several gas explosions, ard, is attacked and seized by a very remembered hearing about canaries be- Isn’t it a contradiction to mention large roc. He is carried high into the air ing used by old-time miners to detect science and fantasy in a single breath . . . before he manages to wiggle free of the dangerous gases. The next expedition or is it? roc’s grasp. The DM informs Malrob, sets forth with birds in hand, confident Even in a fantasy world, physical laws “Well, you’re out of the frying pan and that they need not fear a gas explosion. govern the universe. Most D&D® and into the fire, because you are now 3,000 5. As the DM, should you curse the AD&D™ campaigns I have been involved feet in the air and dropping like a stone.” players for spoiling your fun, or should with have taken the known (real) world Malrob replies, “No sweat. I have a fly you chuckle silently to yourself? and added magic to it. This one change spell for just such an emergency as this.” makes a D&D world radically different The DM and Malrob now launch into a A party of adventurers is exploring a from the “real” world, but the addition of lengthy “discussion” about falling, ter- dungeon deep beneath a lake. As the magic does not cancel or change the minal velocity and various other aspects party enters a chamber, a heavy steel other laws of the universe. I have seen of physics and fluid mechanics. door on the opposite wall starts to swing DMs, on several occasions when players open very slowly, and water is seen point out inconsistencies in their ref- 1. Does Malrob throw his fly spell in spurting out from the edges. Five of the ereeing, say, “This is a fantasy. Anything time? If not, why not? six members of the party are fighters, all can happen!” However, this line of rea- 2. If so, what is the result of this? with 18 strength. Acting quickly, they soning generally does little to soothe an rush to hold the door and try to push it angry player who has just lost his favor- A mixed party of players encounters shut. The sixth member, a magic-user, ite character. In the same way, it is very an underground orc lair. The lair con- urges them on but begins casting a water irritating for a DM to have to explain a tains large amounts of combustible ma- breathing spell, just in case. At this point simple physical law to a player who has terials such as old wooden tools and the DM says, “You’re all as good as dead. apparently forgotten that water runs weapons, clothes, and jars of oil. After a There is no way you can hold that door, downhill — even in a fantasy world. strategy conference the players decide and water pressure will kill the magic- The following quiz will illustrate the to throw several fireballs into the lair and user at this depth of over 1,000 feet.” need to know a few of the laws of physics set fire to as much of the stuff as possi- 6. What would you, as a player, say? and the need to be aware of a few of the ble. In the ensuing confusion, they will conditions likely to be encountered in an charge the orc king’s throne to kill him Ragnor, a burly fighter, can lift 450 underground environment. I have work- and his retainers. After the rest of the pounds. He spies a roughly sperical rock ed as a mining engineer for eight years orcs scatter in panic and confusion, par- about 2 feet across and decides to pick it and been a player and DM for seven of ty members may loot what is left at their up and move it. those years. In that time I have discov- leisure. 7. Does Ragnor lift the rock, or does he ered that many people are not familiar 3. What is wrong with this plan? get a hernia trying? with the principles expressed in these questions and answers. There is no scor- You are with a party of players explor- Almost everyone will carry at least 50 ing system for the quiz, since many of ing a dungeon. As you descend, you no- feet of rope on an expedition. the answers go beyond a simple “yes” or tice that your torches, which normally 8. How much does a half-inch-thick “no” and can be expressed in many burn with a reddish-orange color, now rope, 50 feet long, weigh? ways. The important thing is to realize at have a blue cap on their tips. 9. How much weight will it take to least why your answers are basically 4. Should the characters ignore this break such a rope? correct or incorrect. These questions and press on, or should they consider may also inspire a few DMs with some another course of action? You are with a group of explorers deep nasty ideas to spring on unsuspecting in a cave and you come upon a pile of players. One player, after his character suf- rubble where the roof has caved in. Most

DRAGON 33 of your party wants to turn back. 10. Should you turn back, or should you not be overly concerned, and why?

Again, your party is in a dungeon area where the roof above you looks ready to fall in on your heads. A dwarf in your group asks for a boost up. He strikes the roof sharply with his war hammer and feels it with his bare hand. 11. Does he know what he’s doing, or is he just another crazy dwarf?

You are leading an expedition deep into a dungeon and come upon a very large room that has wooden posts hold- ing up what appears to be a very shaky roof. Following your dwarf’s advice, you press on regardless. In the middle of the room, the DM rolls some dice, chuckles, and informs you that the roof has caved in suddenly, crushing the entire party. 12. As party leader, should you argue vehemently with the DM, or rap the dwarf player sharply about the head and shoul- ders for his foolish advice?

A horse carrying a character fleeing from a dragon gallops toward a chasm 30 feet wide. Not hesitating for a second, the rider urges his mount to maintain full speed and prepares to jump. 13. Are his chances good, bad or indifferent?

Olias the thief comes upon a small chest filled with neatly stacked gold coins. The chest is 12” x 6” x 6”, and Olias can carry 200 pounds. 14. Can he carry the chest and all its contents?

A party leaving a small room with only one entrance/exit triggers a trap that drops a door into place, trapping a char- acter on the other side. Having no tools, the rest of the party decides to return to town for a magic-user with a passwall spell. The room is a 10-foot cube, and the party takes two days to return. 15. Will the trapped character be alive, or dead of suffocation, when they get back?

Olaf the Unbathed, taking a trip on a sailing ship, watches an enormous whale approach until it is about 120 yards away. Figuring he can’t miss a target of such great size, Olaf pulls out his trusty spear and lets fly. 16. What are his chances of hitting the whale at that distance?

Olaf’s ship later sinks, and he is forced to shed his armor and tread water. The DM tells Olaf he will roll dice every 6 hours to see if a ship passes. 17. How many chances should Olaf get before he can tread no more? Richland College is an equal opportunity institution

Answers on page 71

34 APRIL 1982

Welcome to the premiere issue of cially tailored to fit our entire audience, and didn’t say one word to each other? GAMING MAGAZINE, a publication des- because every article can be used with According to an extremely noncom- tined to set new standards of standardi- any and all games on the market today. mittal source, someone who works as a zation in the hobby of gaming. In upcoming issues you’ll be treated to designer for a large or small game com- GAMING MAGAZINE is the first ge- extensive examinations of such all-en- pany considers him or herself to be an neric gaming magazine. You know all compassing subjects as “What to wear unappreciated genius who isn’t under- those white boxes and cartons in the for a night of gaming,” “How much sleep stood by the people who run the com- grocery store, with big black lettering to get the night before the Big Game,” pany. This person has actually thought like “PEANUT BUTTER,” “FACIAL TIS- and “What to do if you can’t make up about threatening to quit. Who could it SUE,” and “CORN FLAKES”? What you your mind which game to play.” be?? get inside is the same stuff other com- You won’t find any strongly worded This one may be hard to believe, but a panies sell in fancy containers with a lit- opinion pieces in GAMING MAGAZINE. game company is actually planning to tle bit of fancy flavoring and some weird It’s a proven fact that nobody cares as file a lawsuit against another game com- chemicals. That way they can make you much about a person’s opinion as that pany because of something or other. No, think you’re getting something special person. This magazine will not cater to we aren’t making that up. for your money, and they can charge know-it-alls and egomaniacs. If we ever Gaming is a great way to develop new ridiculous prices. publish an opinion article, it will be one relationships. In fact, we just found out What you get inside GAMING MAGA- that carefully examines both sides of an that you know who is now so serious ZINE is basically the same stuff the other unimportant issue and comes to no con- about you know who, and vice versa, that game publications contain, but without clusion whatsoever. they’ll only play you know what with all the frills. Here are just a few of the Generic products were conceived out each other from now on — and they things you won’t find on the pages of of an appreciation for the plight of the promise. Remember, you read it here GAMING MAGAZINE: consumer, a respect for the individual. first. Table of contents. Who needs it? All We’ve made that outlook a part of our This last rumor wasn’t told to us direct- you gotta do is look through the maga- philosophy of magazine production. We ly, so we can’t vouch for its accuracy, but zine and you’ll see everything that’s in it. feel that nothing should stand in the way it’s too good to pass up. It seems that Why do you think your deity gave you of direct communication between au- somebody has the idea that what the eyes, anyway? thors and readers, so we don’t edit any- world needs is still another magazine Page numbers. Who needs ’em? If you thing we publish. If a writer wants to about games, and they’re very close to really want to know where page 26 is, misspell every word longer than five let- publishing the first issue. Gossip col- just start counting. You can count, can’t ters and do his entire article in three- umns aren’t supposed to contain opin- you? word sentences, why not? What’s impor- ions, of course, but this is one bit of in- Big headlines and titles. What’s the tant is whether the reader understands formation we just have to comment on. sense of using titles so big you can read the writer —and how can you not under- We don’t have to even lay eyes on this ‘em from across the room? Do you know stand a three-word sentence? The only upstart magazine to see it for what it is: a anybody who reads a magazine from place in GAMING MAGAZINE where blatant, shameless attempt to horn in on across the room? you’ll find big words and long sentences the gaming market with yet another sub- Artwork. The frilliest frill of all. Maga- is in this column, which you probably standard, unimaginative product for peo- zines are supposed to be for reading. aren’t reading anyway. ple to throw their money away on. Can’t You can’t read a piece of artwork. Enough We don’t waste any space on transi- anybody come up with anything original said. tions from one topic to another. If we any more? Advertising. Another waste of space. want to run our generic gossip column Gosh, it looks like we’re just about out We don’t care about all those brand right on the tail end of our generic edi- of space for this issue. But there’s enough names, fancy packages, and lofty claims, tor’s column, we’ll do it. Just like this. room left for us to give you a look at what and neither should you. We admit our Rumor has it that a certain manufac- you’ve got to look forward to. Upcoming product is nothing fancy, nothing spe- turer is feverishly developing a new set issues of GAMING MAGAZINE will in- cial, and we will only accept advertising of rules for a topic that has already been clude articles like these: from companies that feel the same way used in at least 20 other games. There’s a My favorite games, by The Editor about their products. big push on to get it finished in time for My favorite small games, by The Editor You won’t find any specialized articles some big convention or whatever where My favorite big games, by The Editor inside GAMING MAGAZINE. Never again at least three other companies will re- How to win will you see fit to complain to the editor lease virtually identical products. How to avoid losing because he printed an article on a game Hot question: Which two employees of The science of selecting junk food you don’t know anything about. Every competing game companies spent three New variant: Gaming without lights article in GAMING MAGAZINE is spe- days in adjoining booths at a convention How to end an article gracefully A fun game for two humans © 1982 Dragon Publishing. All rights reserved.

FLIGHT OF THE BOODLES is a game for one or two players that recreates the Boodles’ dramatic journey through the Grumjug-infested passes of the Snagrock Mountains. In a two-player game, one person selects a Boodle force and commands it from the valley on one side of the gameboard, through the mountains to the valley on the other side of the board. The other player selects and commands Grumjugs, which attempt to destroy the Boodles before they reach their promised land where the Paxberry tree blooms forever. Rules for solo play are also provided. Detach the heavy stock sheet from the rest of this issue of DRAGON™ Magazine. Separate the game board from the coun- ter sheet and cut out the counters; keep the red Boodle coun- ters separate from the green Grumjug counters. If you wish to play a solo game, turn to the section marked, “Rules for solo play.” Two six-sided dice are needed to play either version. Order of play Assign sides Roll for Boodle starting valley Select forces Grumjug player deploys force Boodle player deploys force Boodle turn: Move Boodlepieces Boodlefighters attack Boodlewiz casts spell Grumjug turn: Grumjug reinforcements arrive Move Grumjug pieces Grumjugs attack

Two-player rules move towards the valley by the red Set-up BOODLES logo; on rolls of 4,5, or 6 the Decide who plays the Boodles. (The Boodles begin the game from the red other player plays the Grumjugs.) The valley and move toward the green valley. Valleys Mountains Boodle player rolls one six-sided die to Valleys are located on either end of the determine where the Boodle force be- board in the two rows of squares colored gins the game: Boodles start from the green. Other terrain — mountains, moun- valley by the green FLIGHT OF THE tain passes, and the Grumking fortress BOODLES logo on rolls of 1, 2, or 3 and — is represented by different colors. Mountain passes Grumking fortress

Force selection Scenario Cost Limits Both players select their forces in se- Scenario Boodle Grumjug cret. The “cost” of different types of Number Limit Limit counters varies. Players choose any com- bination of counters for their force they 1 35 36 wish. However, the total “cost” of the 24748 counters must not exceed the limits al- 3 59 60 lowed for the scenario they play. Begin- 4 71 72 ning players are advised to play Scena- Note: Besides cost limits, players can- rio 1. Cost factors for counters are listed not attempt to construct a force requir- in Tables 1 and 2, along with a summary ing more of a different type of piece or of the characteristics described below. pieces than provided with this game.

Table 1 Boodle Counters

Number Victory Type cost Included Movement Hits On Points

Boodles 1 16 1d6 -- 1 Boodle Fighters (Boodlinos) 4 10 1d6 1-3 1 Bloodleblasters (Bombastaboodle) 4 7 carried automatic 0 Boodle-wizard (Hoakboodle) 6 6 1d6 1-3 1 Boodle Queen (Boodlettah) 0 2 1d6 -- 4

Table 2 Grumjug counters

Grumjug 3 20 1-4 1-3, 1-5 n/a Grumbuggy (Grumjig) 3 10 1-4 -- -- Grumbomb (Grumwomp) 3 12 carried automatic -- Grumking (Hah-Grumjug) 0 2 0 -- --

38 APRIL 1982 initial counter placement to different restrictions, as described the Boodlequeen, and Grumjugs are After both players select forces, the below. Several basic movement rules considered “living.” Grumjug player places the beginning apply to all pieces, however. — No pieces may move into the Sna- Grumjug force on the board. Grumjug — Movement always is optional: Not grock Mountains. Boodle pieces, how- pieces may only be put in mountain all pieces must be moved during the ever, may be blasted over mountains by passes (color squares) and in the For- movement phase of a round, and pieces a Boodleblaster, as described below. tress of the Grumking. Grumbombs set may move up to their maximum move- on the board may be either activated or ment allowance. — Boodle pieces may move into and unactivated, at the Grumjug player’s — Movement allowances cannot be out of their starting valley during the discretion transferred from one round to another, game. Grumjugs may move into and out After Grumjug pieces are located, the or from one piece to another. of the Fortress of the Grumking. Howev- Boodleplayer places the Boodlepieces — Pieces can move from the square er, Grumjug pieces may not move into in the starting valley. Up to three pieces they occupy to any adjacent square, ho- either Boodle valley, and Boodle pieces may be placed on any given square at the rizontally, vertically, or diagonally, ex- may not move into or through the start of, or during play. cept where prohibited. Grumking fortress. —Pieces cannot move onto or through — Only three pieces from one side Counter descriptions squares occupied by a “living” foe. Only may occupy the same square at the end Different types of pieces move according Boodles, Boodlefighters, Boodlewizzes, of the movement phase of a player’s turn. BOODLES There are four different types of Boodlebeings (BoodIes, —Boodleblasters are not living beings. Boodle fighters, Boodle magicians, and the Boodle queen), and Rather, they are things, transporters that one piece of Boodle equipment (the Boodle Blaster). look much like large iron mortars. Unlike The movement rate for Boodlebeings varies with each turn. mortars, Boodleblasters safely shoot The Boodle player. determines the movement rate-for all Boo- Boodles, Boodle fighters, Boodlewizzes, dles at the beginning of the Boodles’ turn by rolling two six- and the Boodle Queen about the game sided dice. The higher of the two results is the maximum board. number of squares any and all living Boodles may move during Each Boodleblaster may blast one or two Boodlepieces up to the movement phase of that turn. 3 squares in the movement phase of the Boodle player’s turn. Individual characteristics of the Boodle pieces are: The blasted Boodlepieces may travel over mountains and over squares occupied by Grumjugs, Grumbombs, and Grumbug- gies. They cannot land on squares containing opposing pieces. The Boodle player picks the squares the blasted pieces will —Boodles can only move — they do land on. Any two Boodlepieces, including “unset” Boodle- not participate in combat (except as vic- blasters (see below), may be blasted simultaneously to differ- tims) or cast spells. The Boodle player ent squares by the same blast. receives one victory point for each Boo- A Boodlewiz magically enchanted Boodleblasters, so they dle that reaches the finishing valley. are lightweight and easily carried by Boodlebeings. Boodle- blasters may be picked up and transported about the board by any Boodlebeing, until the Boodleplayer wants to use the piece. Then, the Boodleblaster must be “set.” The magic spell —Only Boodle fighters can initiate wears off once a Boodleblaster is set; this causes the Boodle- combat. Boodle fighters destroy adja- blaster to once again become so incredibly heavy that it cannot cent Grumjugs on a roll of 1, 2, or 3. Each be moved for the rest of the game. fighter that reaches the finishing valley is worth one victory point. Boodleblasting is done during the movement phase of the Boodleplayer’s turn, and costs no movement points. Any Boo- dlebeing occupying the same square as a Boodleblaster may set the device at any time during the Boodlebeing’s movement —Only Boodle wizards have magic phase. However, a Boodlebeing may only be blasted at the powers to cast spells. Each Boodlewiz beginning or the end of its movement phase; the Boodlebeing’s may attempt to cast a Grumjigjam spell movement allowance cannot be split so that part is used before during the spell phase of each Boodle and part used after the blasting. (See “Answers to many of your player’s turn by rolling a six-sided die. frequently asked questions about ‘Flight of the Boodles.“‘) On a roll of 1, 2, 3, or 4, the spell works. Boodlepieces may move into, or remain in, a square occu- This has two effects. First, any Grumbuggies within three pied by a Boodleblaster without being blasted. Grumjugs also squares (mountains included) of the Boodlewiz cannot move may move into a square occupied only by a Boodleblaster. But during the upcoming Grumjug turn. Secondly, any Grumbug- Grumjugs cannot destroy, carry or be blasted by a gies moving to within three squares of the Boodlewiz are im- Boodleblaster. mediately frozen and cannot move for the rest of the turn. Note: The spell lasts only during the movement phase and affects —The Boodle Queen also may only only Grumbuggies, not individual Grumjugs. Grumjugs may move. The queen, however, is worth 4 still move and attack normally, and Grumjugs located with an victory points if she is successful in immobilized Grumbuggy may still attack if adjacent to a Boodle reaching the new valley. (Note: Two piece. A Boodlewiz earns one victory point for reaching the queens are provided, but only one is Boodles’ finishing valley. used during play. The other is a spare.)

D RAGON 39 GRUMJUGS The four types of Grumjug counters are Grumjugs, Grum- Grumbombs are death traps. Every- buggies, Grumbombs and the Grumking. Only Grumjugs and thing — Boodlepieces and Grumpieces Grumkings are living pieces, and only the Grumjug is involved — moving into a square occupied by an in the game — the Grumking is included only for color and activated Grumbomb is destroyed. stays in the Fortress of the Grumking for the entire game. Each Grumjug may carry one Grum- bomb at a time. Grumbombs that are not activated may be picked up and carried and later discharged at Grumjugs can both move and attack to will. But once set, Grumbombs cannot be moved, and remain defend the mountain passes from the activated for the rest of the game. Boodle horde. Grumjugs may attack any Grumbombs must be set in the movement phase of the Grum- adjacent Boodlebeing. (See rules for jug player’s turn by a Grumjug occupying the same square as combat below.) the Grumbomb. Setting a Grumbomb uses none of the Grum- Grumjugs may move one square dur- jug’s movement allowance, but the Grumjug setting the Grum- ing the movement phase of the Grumjug player’s turn. This bomb must immediately move out of the square or be des- movement allowance increases to up to four squares per turn if troyed: A Grumjug that is not riding a Grumbuggy will be the Grumjug is driving a Grumbuggy. destroyed if it moves onto a square occupied by a Grumbomb and activates it during the same turn. Grumjugs on Grumbuggies may split their increased move- Grumbuggies are Grumjug vehicles. ment allowance around the acts of picking up, carrying and They do not attack, nor may they be at- discharging Grumbombs: A Grumjug could move onto a tacked., or driven, by Boodlepieces. Only square occupied by a Grumbuggy (using its solo movement Grumjugs may drive Grumbuggies, al- allowance), drive the Grumbuggy onto a square occupied by an though a Grumbuggy driven by a Grum- unactivated Grumbomb, pick up the Grumbomb, take it on the jug may also carry a Grumbomb or a Grumbuggy to another square, discharge and activate the second Grumjug. Grumbomb, and drive away. Grumjugs take possession of Grumbuggies by moving onto Only Grumjugs can carry or activate a Grumbomb. The the square occupied by the Grumbuggy. Moving onto a square Grumjug player cannot set Grumbombs so that no clear (un- occupied by a Grumbuggy uses a Grumjug’s entire movement blocked by Grumbombs) path exists between the two valleys. allowance for a turn. However, once the Grumjug moves onto However, the clear path may be very convoluted, and may be the Grumbuggy it may drive the Grumbuggy up to four addi- “blocked” by Grumjugs, Grumbuggies, and unset Grumbombs. tional squares that turn, and each subsequent turn the Grumjug At the beginning of each Grumjug player’s turn, the Grumjug remains on the Grumbuggy. Grumbuggies carrying more than force receives one additional piece as a reinforcement. The one Grumjug, or a Grumjug and a Grumbomb (Grumbuggies Grumjug player chooses from among the unused Grumjug cannot carry other Grumbuggies) may stop to discharge one counters, starting the reinforcement in the Fortress of the Grumjug or the Grumbomb during the course of movement, Grumking. The reinforcement may be moved that turn, during and then continue on. Grumjugs dropped off in this manner the Grumjug movement phase. may move up to one additional square, if they have not already The Grumjug player receives no reinforcements if more than moved alone during the turn. (For more variations of this rule, three pieces (excluding the Grumking) are in the Fortress at the see “Answers to many of your most frequently asked questions beginning of the turn. about ‘Flight of the Boodles.’”) Boodles receive no reinforcements during the game.

Combat first, before attacking Boodles, Boodle- move the attacker from play, even if the Pieces moved by one player can attack wizzes, or the Boodle Queen. initial attack succeeded. (In that event, only during the combat phase of that The attacker rolls one six-sided die both pieces are removed from play.) player’s turn. All attacks are individual: and consults the Combat Table (below) A successful attacker that survives One single piece attacks a single oppos- to determine the outcome of the attack. counterattacks may continue to attack ing piece, although more than one piece other adjacent pieces until it is unsuc- could attack a given opponent during Combat Table cessful or destroyed by a counterattack. the same round if the prior attacks are Attacker Defender Hits on An attacker that misses can make no unsuccessful. Boodlefighter Grumjug 1, 2, 3 more attacks during that round. Combat is optional, and a piece must Grumjug Boodlefighter 1, 2, 3 Attacks cannot be made against pieces be adjacent to an opponent to initiate an Grumjug Boodle, 1, 2, 3, 4, 5 in the opponent’s “home” territory: Grum- attack. The attacking player chooses the Boodlewiz, jugs cannot attack Boodlebeings in the order of opponents to attack during a Boodle Queen starting valley; Boodle fighters cannot round, with one exception: When a Successful attacks destroy and remove attack Grumjugs in the Fortress of the Grumjug is adjacent to a square where the defender from play. However, all de- Grumking. However, Grumjugs in the Boodlebeings are “stacked” — where fenders receive a simultaneous counter- Fortress may attack Boodlebeings and the square is occupied by more than one attack, using the above table, except for Boodle fighters in the starting valley may Boodlebeing —. the attacker must attack Boodles, Boodlewizzes and the Boodle- attack Grumjugs; in these instances, the any and all Boodle fighters in the stack Queen. Successful counterattacks re- defending piece gets a counterattack.

HOW to tell when the game is over Boodlewiz — 1 Boodleplayer in a position where no The Boodleplayer receives victory Boodle Queen — 4 Boodlebeings can move without being points for each piece moved into the fin- The Boodleplayer wins by amassing destroyed. If all Boodle pieces remain- ishing valley, as follows: four victory points. ing on the board are not moved out of the Boodle — 1 The Grumjug player wins by destroy- starting valley for three consecutive turns, Boodle fighter — 1 ing all Boodlebeings or by placing the the Boodleplayer forfeits.

40 APRIL 1982 Rules for solo play In the one-person version of Flight of the Boodles, the size of the Boodle force is smaller and Grumjug actions are controlled by random chance. Combat, character capabilities and playing sequence remain the same. Rule modifications are described below.

SELECTING THE GRUMJUG FORCE: The Grumjug force begins the game Second Roll with at least seven pieces. For each of (read across) 1or2 3or4 5or6 those seven pieces, the Grumjugplayer Third Roll rolls a six-sided die three times to deter- (read down) mine the type of piece and its initial loca- tion on the game board. The first roll 1 1 7 13 indicates the type of piece: Rolls of 1 2 2 8 14 through 4 produce a Grumjug; rolls of 5 3 3 9 15 or 6 produce a Grumbomb. The second 4 4 10 16 and third rolls are cross-indexed on the 5 5 11 17 chart below to locate the new piece on 6612 18 one of the 18 numbered squares on the gameboard.

A Grumbuggy can be placed on any eligible square (one occupied by none, square where a Grumjug starts the game. one or two pieces) is rolled. If a Grumjug and a Grumbuggy already Grumbombs are presumed to be set occupy a square and that square is again when placed on the board, unless a rolled as the starting square for a Grum- Grumjug also occupies the square. The jug, the second Grumjug may be placed Grumbomb becomes activated at the on the Grumbuggy, too. If a square is start of the next Boodle turn — if a Grum- already occupied by three pieces, make jug remains on the square after activa- the second and third rolls again until an tion, it is destroyed.

SELECTING AND PLACING THE BOODLES Select one of these two Boodle forces: — One Boodlewiz and one Boodle- blaster; or —Two Boodlefighters and one Boodle- blaster. Locate the Boodle force anywhere in the starting valley (which is selected as in the two-player game).

PLAYING THE GAME Boodle movement is determined at the Place reinforcements on the board beginning of each turn. Roll two dice; the with the two-roll table used to place the higher of the two results is the Boodlebe- inital Grumjug force. Replacement Grum- ings’ movement rate for that turn. jugs may be started on a Grumbuggy if a The rest of the Boodle sequence re- Grumbuggy is not already on the square. mains as in the two-player game. Grumjugs move automatically toward Grumjugs receive one replacement at the nearest Boodlepiece. If a Grumjug is the, beginning of each Grumjug turn. the same number of squares away from Roll a die to determine the type of Grum- two Boodles, roll to determine which jug replacment: Boodle the Grumjug moves toward. 1, 2, or 3 = Grumjug; 4, 5, or 6 = Combat is conducted as in the two- Grumbomb. player game.

HOW TO TELL WHEN THE GAME IS OVER The Boodles win if any Boodlepiece reaches the finishing valley. The Grumjugs win by destroying all Boodles on the board.

D RAGON 41 Answers to frequently asked

FLIGHT OF THE

What Is a Boodle? Why are they fleeing? Yeah, but these counters look kinda A Boodle is a piece in this game that According to C. C. StoII, “The advance flimsy. Is this just another ruse to get us resembles a pawn in chess. It can’t do of the foul Rotsnort Plague continued to buy more magazines? much, isn’t worth a lot, and usually gets westward, and decay and snorting con- We’d never think of doing such a thing. wiped out so the Queen can survive. sumed all creatures in its path.” The Boodles were in the path of this stuff, so And this game board — what are the No, what are Boodles? the Boodle Queen, the Boodlettah, called numbers for? They aren’t mentioned at Boodles are a race of beings. a big meeting, and the Boodles decided ail in the rules. Wait a second. I’m confused. You’ve to leave their homeland. You didn’t read far enough. The got Boodle and Boodles, Boodlethis and The Boodles traveled across the de- numbers are for use in the solo version of Boodle-that. What’s the difference? sert wastes, splitting into three groups, the game. Unless you’re playing by your- Hmmmm. This may not be easy. Boo- C. C. says, hoping to improve their self, don’t worry about it. &S can be both generic and specific. A chances of finding an lasting supply of Boodle, for example, is a pawn-Iike piece Paxberry Trees. How come the board has two valleys? in the game Flight of the Boodles, and The Boodles start the game in one val- What’s a Paxberry Tree? ley and try to reach the other. any piece in the Boodle force can also be It’s the only thing you eat if you’re a termed a Boodle. Boodle. Does it make any difference where the That’s still confusing. What happened to the other two groups Doodles start? You should have seen the original ver- of Boodles? The Boodles can start in either valley. sion of the game, done by C. C. Stoll, if They seem to have vanished myste- The possible paths to the other side are you want to see confusing. He called the riously, although we’re thinking of pres- different, depending on which valley the Boodle fighters Boodlinos, and had a enting their story in sequel games, “Plight Boodles start from. whole lot of other names for the Boodle of the Boodles” and “Might of the Boo- and Grumjug pieces. We got confused, dles.” The third group, the one led by the How do we determine who plays Boo- so we changed some of the names of the Boodle Queen herself, was forced south- dles and who plays Grumjugs? pieces to reflect their functions. ward by a blinding sandstorm. As C. C. Take the extra Grumking counter and Actually, C. C.‘s original names aren’t puts it: “These Boodles at last came to flip it. If it lands face up, you’ll have to that confusing, once you learn the game. the central passes of the Snagrock Moun- decide among yourselves. If it lands face So, we’ve included a special Translation tains . . . the realm of the dread Hah- down, flip it again. Table. You can use the original names Grumjug and his malodorous minions...” once you learn the game, and nobody Can more than one Boodleblaster will be able to figure out what you’re talk- Hey, this is the April Fool’s issue — Is blast during a turn? ing about, unless they buy this magazine this a joke? Yes. And, the same Boodleblaster can (which we’d be happy to sell them). Nope. be used more than once during a turn.

42 APRIL 1982 many of your questions about BOODLES

And, a Boodlebeing can be blasted by start valley and leave them there, claim- Hey, what about me? How ‘bout some more than one Boodleblaster during a ing a draw.” tips for the Grumjugs? turn. Think about that for a while. Low-grade player? There are high- grade players? Get a lot of Grumbombs and set them Hmmmm. Can Boodleblasters ever be You betcha. “Flight of the Boodles” so the Boodlepieces must advance destroyed? through one of the passes. Nothing lasts forever. (If this copy of may appear to be a simple game, but the game doesn’t, just send us $4.50 and there are many possible strategies and combinations of outcomes. What if the Boodleplayer has a lot of we’ll send you another one.) But equip- Boodleblasters — couldn’t the Boodles ment in Flight of the Boodles usually The Boodles don’t have much of a just blast over the Grumbombs and won’t be eliminated. The only way equip- chance, do they? speed off to victory? ment can be taken out is if it is deliberate- That’s what Pharaoh thought about You said it, not me. ly moved into a square occupied by a set Moses, eh? Until the Red Sea, that is. Grumbomb. You can do that if you like. Remember, Boodles have the Boodle- Well, what else can I do? But remember, this game isn’t called blaster, which can send them over “Flight of the Lemmings.” mountains — and Grumbombs — to Try holding your forces back, so they’re thwart the best-laid Grumjug plans. outside the range of Boodleblasters and A Grumjug driving a Grumbuggy can The Grumjigjam spell can also throw a Boodlewiz’s Grumjigjam spells. Or, you split its movement around the setting or monkey wrench into the evil desires of could: discharge of a Grumbomb or another the GrumKing. And, Boodlefighters can Grumjug. But a Boodlebeing cannot protect the other pieces and break — Keep the Boodles under pressure, split movement before and after being through a Grumjug defense in the final forcing them to set and commit their blasted by a Boodleblaster. Isn’t this push to the finishing valley. Boodleblasters early or use Grumjigjam unfair? In case you’re still wondering about spells The latter don’t work one-third of Being blasted is by definition a trau- strategy, here are some tips: the time, which are good enough odds matic experience. Talk to anyone who’s for horse racing. blasted. — Good luck winning if the Boodle Queen is destroyed. —Try a early push to capture the Boo- Why can’t the Boodle player leave the — Advancing in one big force can dle Queen or a Boodlewiz. Sometimes Boodlepieces in the starting valley for work, but deploying your troops can also the best defense is a good offense. more than three consecutive turns? be effective. A single Boodle can force Let C. C. answer that one: “It is con- the Grumjug player to decide whether to — Don’t rely too much on reinforce- ceiveable that some low-grade Boodle commit forces to go after it. ments, unless you can seal off the side of player, seeing that victory was impossi- — Watch out for the Fortress of the the board away from the Fortress of the ble, would race his troops back to the GrumKing. Grumking.

DRAGON 43 Examples of play

EXAMPLE 1 Bravery is indeed needed to play the Boodle side. In this example, a lone Boodle attempts to make a daring dash past the Fortress of the Grumking, where reinforcements have blocked all means of escape — save one. The Boodle’s route is blocked by Grumbombs (A, B, C), and by Grumjugs (D, E, F). The Boodle must make it to the Boodleblaster three squares away on its next turn, or face certain death: A 1 or a 2 will leave it within range of the hungry Grumjugs!. The Boodle player rolls for movement at the beginning of the Boodle turn, and rolls a 4! The Boodle moves to the Boodleblas- ter, and blasts over the mountains to safety.

EXAMPLE 1

EXAMPLE 2 A Grumjug carrying an unset Grumbomb (A) is hot on the trail of a small fleeing Boodle party containing a Boodle and a Boodle fighter (B). The Grumjug takes the Grumbomb one square to a waiting Grumbuggy (C), moves three squares, where the bomb is set and dropped off (D). The Grumjug uses the final part of its movement to move one more square (E). The Boodle party is safe for the time being, since the Grumjug is still out of range. The Boodles cannot escape through the pass (F) that is blocked by a Grumbomb already set, so they hope to reach the Boodleblaster (G). But, at the beginning of the Boodle turn, the Boodle player rolls only a 2, not enough to reach the blaster. The Boodle player declines to move towards the Grumjug and initiate combat. The Grumjug player has no such reservations, and engages the Boodles, taking the fighter first with a roll of 1, but failing to destroy the Boodle, by rolling a 6. The Boodle then EXAMPLE 2 escapes on its next turn by using the blaster.

EXAMPLE 3 A Boodle force consisting of the Boodle Queen, a Boodle fighter and a Boodle wizard (A), along with a solo Boodle (B), is trapped between two mountain ranges. The Boodles cannot move over the set Grumbomb (C) and elect not to engage the Grumjug (D), because this would endanger the Queen. The Boodle player rolls a 2 at the beginning of the turn, enough for the Queen, wizard and fighter to reach the blaster. However, if the Queen, wizard and fighter blast over the mountains, the solo Boodle will be left defenseless. The Queen and fighter move onto the blaster and blast to safety, but the wizard stays behind to cast a spell. A 4 is rolled and the spell works, freezing the Grumbuggy the Grumjug is riding. The Grumjug still moves, but only one square, not enough to be able to engage either the Boodle or the Boodle wizard. EXAMPLE 3 CREDITS Design: Chuck Stoll Development: Bryce Knorr, Roger Raupp Editing: Kim Mohan Map and graphics: Darlene Playtesting: Roger Raupp, Gali Sanchez, Bryce Knorr, Kim Mohan, Bill Boodle, George Grumjug Inspiration: Wendy Vincent

44 APRIL 1982 The Jester

A comical, clever, charismatic new NPC

by Roger Moore

Jesters are adventurous non-player characters with an overwhelming sense of the absurd. They roam from place to place, telling tales, pulling practical jokes, insulting the most fearsome of monsters and characters, and generally making nuisances of themselves. Be- cause of their outlook on the world and their special powers, they may prove po- tentially useful (or annoying) to adven- turing parties. Any human or demi-human race may have jesters, but only humans, half-elves, and gnomes. have unlimited advance- ment in the class. Halflings may go to 12th level before their jokes get boring, and elves may go to 10th level before their jokes get too exotic. Dwarves are scores all of 16 or higher gain a 10% may have as many as 10 hit dice. Beyond not very humorously inclined and may bonus to earned experience points. Cha- 10th level, the jester gets two additional only reach the 6th level. Since half-orcs risma, in the case of a jester, refers pri- hit points per level. and their kin all think things like thumb- marily to his/her skill in drawing attention screws and iron maidens are marvelous- and not to physical appearance, which Jesters’ special abilities ly comic (feelings not shared by many may vary widely. Jesters tend to be 1: One new language, over and above other people), they may only attain the smaller than the average height of their those already allowed to the jester NPC 4th level of experience. Half-elves can race. because of intelligence, may be learned advance without limit because they are The jester class cannot be combined at each odd-numbered level of expe- able to draw from human and elven with any other class at any time by the rience, including first level. To reflect the comedy and thus have a richer sense of same character. Any change from the jester’s naturally strange mind, the new humor. Gnomes are more adventurous jester’s alignment to a lawful or evil language may (if the DM desires) be on the whole than halflings are, and are alignment immediately makes the jester rolled randomly from the table on p. 102 more mischievous as well; thus, they can a thief with only climbing and pickpock- of the Dungeon Masters Guide, re-rol- progress further than the latter. eting skills and no others, not even the ling if the resulting language is already A jester must be either neutral good, normal thieving skills. If he or she known. chaotic good, true neutral, or chaotic changes or is changed back to the former 2: Due to their outrageous manner- neutral. The intelligence and wisdom alignment or another acceptable one, isms and peculiar dress, jesters gain a +1 scores of a jester must each be at least the character may resume play as a jes- on initiative die rolls in combat situations 12, charisma must be at least 13, and ter after a rest of one month of game with all types of opponents (who are as- dexterity must be 9 or better. Jesters time. sumed to be too stunned or surprised to with intelligence, wisdom, and dexterity Jesters’ hit dice are six-sided, and they react quickly).

D RAGON 45 3: Jesters save on the thief table, with a and understood the hill giant language, category of grenade-like objects could +1 on all saving throws to account for he would have an improved morale score include vials of poison, flaming bottles of their extremely good luck. at the same time the hill giant’s morale is oil, acid grenades, or the third form of 4: Jesters can climb walls and other lowered. If the hill giant fails a morale Otiluke’s Freezing Sphere. Even a poi- rough vertical surfaces with a base 75% check, he will leave (ears burning) and soned dagger may be safely grasped if chance of success. This chance improves not return for at least 20 minutes. the jester catches it, provided the hilt 2% for each level from second through 7: Jesters of any level are immune to itself is not poisoned. The jester will not ninth, and 1% per level thereafter to a insanity of any sort (no matter what be struck by the item if he or she misses, maximum chance of 99%. Racial and anyone else thinks). This does not in- unless the caster had made a successful dexterity bonuses for climbing, from p. clude confusion spells and the like. “to hit” score in the first place. If the 16 of the Players Handbook, are appli- 8: Jesters are accustomed by trade to jester catches a dagger or dart but has cable to jester NPCs. juggling small objects and doing tricks no expertise with the weapon, it can be 5: From the third level onward, jesters with them. This experience has an im- thrown back but will have the non-pro- may pick pockets as well as a thief of two portant side effect; any time a jester is ficiency penalty on the chance to score a levels lower. Racial and dexterity bo- aware that a small grenade-like object, hit. To perform this action, the jester nuses apply to this ability as well. dagger, or dart has been tossed within 10 must have at least one hand free and 6: Being the masters of wit and insult feet of him or her, there is a base 80% cannot be wearing any sort of glove or that they are, jesters may raise the mo- chance, +1% per level of the jester to a hand covering. rale of friends and lower the morale of maximum of 99%, that the jester can 9: At the 16th level of ability and above, enemies within a 60-foot radius of the successfully catch the item in question a High Jester is also known as a Prince of jester. The morale score alteration is and immediately (in the same segment) Fools. He or she then gains the power to either +10% or -10%, depending on whe- toss it back in the direction it came from. read and utilize scrolls of a magic-user ther the listener is an ally or an enemy. The jester cannot do anything else in or illusionist nature, with the same de- There is no saving throw against this that round, but may do this up to three gree of skill as a 10th-level thief. The ability. A jester who is engaged in alter- times in a round if necessary. Only ob- same chances for causing the spell to be ing the local morale conditions can per- jects up to 10 gp (one pound) in weight misunderstood or backfire are present; form other actions at the same time, like may be so caught in this manner. The however, if the spell backfires, there is fighting, climbing, running, etc. Morale is altered through the skillful use of loud JESTER TABLE I vocal commentary and hand gestures; 6-sided dice for thus silence, paralysis, hold, and other Experience Experience accumulated related spells can prevent morale altera- points level hit points Level title tion if used successfully against the of- 0—1,100 11 1d6 Wit fending jester. Morale effects begin im- 1,101—2,200 12 2 Comic mediately after one round of verbal and 2,201—4,500 13 3 Clown somatic communication by the jester, 4,501—9,000 14 4 Buffoon and continue for as long as the jester 9,001—18,000 15 5 Joker cares to keep it up (to a maximum of 6 18,001—36,000 16 6 Trickster turns, when he or she gets hoarse) plus 36,001—64,000 17 7 Harlequin 2-8 turns thereafter. Only those crea- 64,001—100,000 18 8 Merryandrew tures able to understand what the jester 100,001—140,000 19 9 Jester is saying will be affected. A jester who 140,001—200,000 10 10 High Jester insults orcs in the hill giant tongue will 200,001—400,000 11 10+2 High Jester (11th) have no effect on their morale, but a hill 400,001—600,000 12 10+4 High Jester (12th) giant behind the orcs, if within 60 feet, 600,001—800,000 13 10+6 High Jester (13th) will certainly be affected. In the same 800,001—1,000,000 14 10+8 High Jester (14th) situation, if another NPC was within 60’ 200,000 experience points per level for each additional level beyond the 14th. of the jester, was allied with the jester Jesters gain 2 hit points per level after the 10th.

JESTER TABLE II Jester New Climb Pick Catch Jester spell level level languages walls pockets object 1 2 3 4 5 678 1 1 75% -- 81% ------2 0 77% -- 82% 1 ------3 1 79% 30% 83% 2 ------4 0 81% 35% 84% 2 1 ------5 1 83% 40% 85% 3 2 ------6 0 85% 45% 86% 3 2 1 - - - - - 7 1 87% 50% 87% 4 3 2 - - - -- 8 0 89% 55% 88% 4 3 2 1 - - - - 9 1 91% 60% 89% 4 4 3 2 - - - - 10 0 92% 65% 90% 4 4 3 2 1 - -- 11 1 93% 70% 91% 4 4 4 3 2 - - - 12 0 94% 80% 92% 4 4 4 3 2 1 -- 13 1 95% 90% 93% 4 4 4 4 3 2 - - 14 0 96% 100% 94% 4 4 4 4 3 2 1 - 15 1 97% 105% 95% 4 4 4 4 4 3 2 - 16 0 98% 110% 96% 4 4 4 4 4 3 2 1 17 1 99% 115% 97% 4 4 4 4 4 4 3 2 18 0 99% 125% 98% 4 4 4 4 4 4 4 3 19 1 99% 125% 99% 4 4 4 4 4 4 4 4

46 APRIL 1982 only a 10% chance that it will adversely clubs, daggers, scimitars, slings, staves, confusion, or some other effect of a com- affect the jester casting it. (Other people and swords (either short, long, or broad ic nature. The is left to nearby may not be so fortunate.) swords). Oil may be used as a weapon, his or her own best judgement and crea- 10: Jesters are so skilled at casting but jesters will almost never use poison tivity in coming up with such items and their voices (most commonly when us- under any circumstances but the most their potentially useful or debilitating ef- ing mannequins) that they function as if extreme. Too frequent use of poison fects. lmagine the uses of the Nose of they had a permanent ventriloquism changes a jester’s alignment to evil irre- Bozo, the Arrow of Steve Martin, or the spell, though this ability is not magical. vocably. Jesters attack on the thief’s dreaded Tome of Henny Youngman. The range of this ability is & 1” radius combat table, but have none of the thief’s around the jester (10 feet indoors and 30 benefits on backstabbing opponents. Henchmen and hirelings feet outdoors). As with the spell, the jes- Two weapons may initially be chosen by Jesters may take into service any sort ter may change his or her voice, make a jester character at first Ievel. The non- of standard hireling as listed in the Dun- different sorts of noises, and so on, so proficiency penalty is -3, and a new wea- geon Masters Guide, with the exception long as the noises are something that pon is gained for every four levels of of any lawful or evil characters. Hench- could conceivably be made vocally. experience beyond the first. men may be taken at any level and may There is a 10% chance per point of intel- be any character except paladins, assas- ligence that each listener has above the Magic items sins, monks, and any other lawful or evil Intelligence of the jester that the ruse will Magic leather armor, magic small characters. Jesters do not normally es- be discovered; this chance may be rolled shields, and magic weapons of the per- tablish castles or citadels, and don’t at- once per round when the ventriloquism mitted types may be employed by jester tract any followers even if they do. They ability is used. characters! Only those magic items usa- can give performances at arenas in any ble by all character classes and restrict- city, as well as spontaneous shows at Weapons and armor ed to none may also be used by a jester. any street corner; payment by local Jesters may only wear leather armor, At the Dungeon Master’s option, jes- crowds should be determined by the but they may employ small shields of any ters may have several special magical DM. A jester of ninth level or more may sort in combat. They tend to dress in items that can be used only by the jester establish a “fun house” or carnival to at- bright colors, but might not necessarily class. Other character classes attempt- tract bigger crowds and make more mon- be highly visible at extreme ranges. The ing to make use of these items may suffer ey; details, again, should be worked out only weapons permitted to jesters are minor damage, a mild form of insanity or by the DM.

D RAGON 47 Magic spells spells they wish to know (and may invent First level By dint of studious application, and a new ones if they desire); upon learning Animal Friendship (D) lot of luck, jesters may manage to com- each new spell, a jester is able to record Charm Person (M) mit to memory a small number of magic it in a special spell book that cannot be Friends (M) spells normally usable by magic-users, used by anyone but another jester, so he Hypnotism (I) druids, or illusionists. All the jester’s or she can relearn the spell after it is cast. Sleep (M) spells are of the Enchantment/Charm This is very much like the way in which variety, and there is a 1% chance per rangers learn and use their magic-user Second level level of the spell that it will misfire each spells. Jesters can cast their spells while forget (M) time it is used and have no effect, since wearing leather armor. A complete list of Ray of Enfeeblement (M) jesters’ minds weren’t made for storing spells (if the DM desires, include other Scare (M) spells well. Jesters must research the Enchantment/Charm spells) as follows: Trip (D)

by Arthur W. Collins solemnity of the occasion like a tonic; the Lady Meave, who saw no charm in Many long years ago, there was a man anything but herself; and all their chief named Diarmuid, who was the greatest Servitors. Not a single peasant was al- of all bards of his time. In his day he had lowed to enter the room — “Not that I told many a jest, sung many a lay, drunk thought they would be,” muttered Diar- many a cup of golden ale, and lightened muid to himself as the guests entered. many a heart. Indeed, he was known The Archdruid cleared his throat and throughout all the lands he traveled as made a speech to which all listened re- the best of companions, a hearty man spectfully except for the dying man, who with a great laugh like thunder rolling motioned Fergus to bring him the wine. down from the hills. He was gracious to He then sipped his wine all through prince and thrall alike, and his life was Bras’s curt farewell and Meave’s weepy long and merry. So he came to be much one, during which she somehow man- loved by all who knew him, and as he lay aged to get her terribly expensive hat- finally on his deathbed, the town of his feather in his wine. He noticed. So did residency mourned. The Archdruid and everyone else. She was pleased. the local Lord had come to be with the “A very nice plume, my chick,” said he, great Magnus Alumnus at his passing, raising himself up slowly to stand on the and drink his grave ale. A fitting gravity floor. “But I’ve called you together to settled over all the countryside. hear old Diarmuid’s last jest, for I’d not Fitting, that is, to all but Diarmuid him- leave the folk mirthless, nor did I wish to self. Perhaps he thought it poor form to die alone.” His voice grew stronger as he have lightened hearts all his life, only to began his tale, “Once there was a travel- weigh them down at his end. Perhaps he ing merchant,” he said, “who stopped at feared to slip away into death and be a simple crofter’s farmhouse.” forgotten, and wished to do one last For several minutes he held them en- “He who great deed before he died, to make his thralled by his skill once again, and then leave the folk mirthless, nor did I wish to name live on. Or perhaps the lively sense he came to the punch line. At once, Bras die alone.” He smiled a weak smile and of humor that he applied to all things just let out a hearty guffaw, and the Lady said, “Such sour companions as these couldn’t be suppressed, even on this oc- Meave blushed and began to titter. The are fitting for Arawn’s hall, and maybe casion of solemn gravity. In any event, Archdruid, despite his best efforts to even he will find this amusing.” And then he had thought of one last jest to tell, and control himself, held his stomach and he was gone. he meant to crack his joke before he howled. The entire company bit their So, Diarmuid’s Last Jest was heard by died. lips, slapped their sides, rolled on the no one living but Fergus, who remem- “Quick, lad,” he croaked to his ap- flags and rushes, choking with helpless bered it, and passed it on to his appren- prentice, a young bard named Fergus. laughter that drifted out into the somber tice. And to this day, Diarmuid’s Last Jest “Fetch me a stoup of wine, and bring the town. Those who heard wondered at the is a byword among the common folk, Archdruid and the Prince and their com- strange sound. who revere his name as the greatest of all panies. There is one last jest in this old Soon the laughter, having reached its bards who ever lived. fool, and I’ll tell it, ‘ere Arawn takes my height, was stilled. Fergus wiped his soul to Caer Sidi. There’s no more jest- eyes, and looked about the room. Sud- Diarmuid’s Last Jest is perhaps the ing in that grey land.” denly, his mouth dropped open in hor- most powerful of all bardic special abili- Fergus looked askance at his master, ror. All the great lords and ladies were ties. When told properly by a trained but a dying man’s request is courtesy’s dead! Only he was left alive — he and bard, it has the awesome ability to make command, so off the young bard went to Diarmuid, who now lay on the bed once its hearers literally die laughing. To tell fetch the lords. And they came: Prince more, obviously spent and sinking. the Jest takes 5 rounds. The bard’s Bras, a heavy man, cruel to his thralls, “Fergus,” whispered the old man. As hands must be free, and he must be un- cruel to his women, cruel to his beasts; Fergus knelt to hear his master’s last encumbered. The speaker must con- the Archdruid with his long fade, very words, the old bard said, “Stand the verse freely in the hearers’ native tongue much at home among wailing women common folk a round of drinks out of my for the Jest to have its full effect; telling it and ponderous thoughts, enjoying the Lord’s purse, over there. I said I’d not in a tongue not native to the hearers

48 APRIL 1982 Third level Fifth level Eighth level Otto’s Irresistible Dance (M) Hold Animal (D) Feeblemind (M) Jester Table II shows the levels at Hold Person (M) Hold Monster (M) which a jester may gain new spells and Suggestion (M) how many spells the jester may cast per Sixth level day. Jester NPCs will use these spells to Fourth level best possible advantage in causing the Mass Suggestion (I) most amusing situations that can be im- Charm Monster (M) agined by the DM. Only in times of great Confusion (M) Seventh level danger or duress will the jester use these Fumble (M) Mass Charm (M) spells with an intent to cause real harm.

Jest — not even as a bonus on the saving ons may be terribly amused by the throw. Jest, but they will not be helpless When the bard rolls his charm percen- with laughter (though they may be tage or lower and the hearer fails his surprised). saving throw, the hearer is helpless with Non-intelligent animals, and be- laughter and will die within 7-10 (d4+6) ings from the outer planes, are not rounds. affected — not that they don’t have If the hearer makes his saving throw, a sense of humor, but it doesn’t the hearer is helpless with laughter for dance to the same tune. 7-16 (d10+6) rounds, and weak (-2 “to The Jest is an oral tradition; it will nev- hit”) for 2-8 (2d4) rounds thereafter. er be found written down. When the bard rolls more than his A bard gets one chance to learn (and charm percentage and the hearer fails subsequently use) the Jest upon attain- his saving throw, the hearer laughs for ing each new level of experience beyond 1-6 rounds. Reaction dice are at +25%, the first level. It can only be used once during this time, and the hearer is able to while the bard occupies a particular react fully to any situation, but is sus- experience level, except for 23rd-level ceptible to automatic surprise during the bards, who can learn and use the Jest first 1-3 rounds of laughing. once per month. To learn the Jest, the If the hearer makes his saving throw, bard must roll his legend lore percen- the hearer is angered and/or scornful, tage. He can also learn it from another his reaction rolls are modified downward bard who knows it, but the price for shar- 25%, and the hearer is wary and cautious ing such a professional secret would be (no automatic surprise possible). very stiff — a major magical item plus Modifiers to the hearers’ saving throws cash, plus a favor or three, to say the laughs last...” are as follows: least. Bard fails charm percentage roll: +2 The Jest is very intricate and full of gives them a +3 on their saving throw, Hearer’s intelligence Low: +1 nuances, and cannot just be rattled off. If and the most extreme effect (death by Hearer’s intelligence High or better: -2 the bard attempts it more than once be- mirth) cannot be achieved. (See list of (More intelligent hearers can pick fore going up a level, he must roll for his saving-throw modifiers hereafter.) up on more Subtleties than a com- charm percentage five times (once per Needless to say, a joke can be intrinsi- paratively simple hearer can.) round of telling), or he blows the joke, cally funny, but if told without skill it can Jest told in tongue understood by, but and in any event the hearers get an extra still fall flat. This is why only bards (who not native to, hearers: +3 on save, maxi- +2 on their saving throws in addition to are professionals in this sort of thing) mum effect not possible. any other modifiers that may apply. can tell the Jest with effect. Indeed, only At the DM’s option, large groups (e.g., Interrupting the Jest while it is being bards know the best lines, although sim- a bunch of orcs, roaring drunk, and look- told blows the whole deal, whether the ilar jokes and stories of this nature are ing for entertainment at their captive’s bard or someone else is the interrupter. common. The Jest is guaranteed to get a expense) may be given a mass saving Under most conditions, a bard can get laugh almost anywhere it is told, but for it throw. even a rowdy crowd under control, so to have special effect, the bard must roll Bards are immune to the effects of the the DM should not be too finicky about his charm percentage or less, just as if he Jest, as are leprechauns, whose reaction hecklers, noise, or acoustics interfering were attempting to charm his hearers. to the teller will rise 50% upon hearing with hearing the entire Jest. A good bard Saving throws vs. the Jest are made as the Jest properly told. All other joke- can take these conditions and turn them saves vs. magic. A hearer’s magic resist- telling beings are liable to it, with the to his advantage. Besides, laughter is in- ance does not apply in any way, howev- following exceptions and special cases: fectious — so what if you missed a line er, for the Jest is neither charm nor any Sphinxes save at -2 here or there? But someone who cannot other form of magic. It is just screaming- Certain intelligent undead might hear at least a part of the bard’s perfor- ly funny, especially when told by a trained be subject to the Jest (DM’s op- mance will not be affected by the Jest. bard. Note also that immunity to charm tion), but get a +5 on their saving Remember the motto of Fergus, pupil spells, which some beings and charac- throw. of the grand old Diarmuid himself: He ters possess, also does not count vs. the Some common-speaking drag- who laughs last, laughs longest.

D RAGON 49 INTRODUCTION The purpose of this article is to add an element of confusion and outrage to otherwise typical encounters whenever the DM is in a lousy mood. The characters presented here are drawn from the pages of arcane tests and eldritch volumes of literature almost as old as yesterday’s newspaper. The fact that I authored those texts reflects in no way upon the authenticity of the following material, and the reader is encouraged to regard these beings as utterly factual and real. The author also has some real estate in the Everglades for those who are interested in seaside property.

1st-level kobold fighter having 4 hit points and wearing a Ring of ALIGNMENT: Lawful neutral Feather Falling, jungle fatigues, green HIT POINTS: 14 berets, and small utility belts. They ARMOR CLASS: -3 are armed with a variety of weapons, in- NO. OF ATTACKS: 1 cluding short swords, daggers, slings, DAMAGE/ATTACK: 1-10 (da short bows, and the like; there is a 15% 4-7 (sling) chance per kobold that the soldier will HIT BONUS: +5 (dagger), +3 (sling) own and use a magical weapon, and a MOVE: 9” 15% chance for each kobold of owning a PSIONIC ABILITY: Nil ring, scroll, or other usable miscellane- STRENGTH: 16 ous magic items. INTELLIGENCE: 15 Idi himself leads his company’s raids, WISDOM: 1 wearing a +3 Ring of Protection, Bracers DEXTERITY: 16 of Defense (AC 2), and fatigues with a CONSTITUTION: 18 large number of medals on his shirt. He CHARISMA: 9 (18 to Kobolds) is armed with a +5 dagger and a Sling of SPECIAL ABILITIES: Seeking. He possesses the god-Iike stat- Hide in shadows: 25% ure of 3’6” (god-like to a kobold, any- Hide in natural terrain: 50% way) and maintains his position as head Move silently: 25% of the company through his superior wit, Climb walls: 70% strength, and possession of the afore- mentioned brewery keys. Because of the One night some years ago, in the large amount of wine the company has course of an expedition in search of a access to, morale among the troops is higher grade of alcoholic beverage to very high. serve at the clan’s Friday night parties, a The military philosophy of Idi’s raids is young kobold named Idi Snitmin sur- simple: Never attack anything that might prised a wizard on a lonely back road. fight back for longer than two minutes. Seeing that the wizard was unaccom- The modus operandi involves locating panied and lying face down in the road small groups of peasants or lone (and (probably from overindulgence at the seemingly low-level) adventurers, (hope- local beerfest), Idi courageously crept fully) taking them by surprise, taking up from behind and dispatched the un- them prisoner, and stealing everything fortunate with the wizard’s own wine that can be found. At night, Idi directs bottle. airborne attacks. The commandos ride A search of the body revealed a sack- their fierce giant war bats (2 HD, AC 7, ful of magic rings, a set of bracers, a bite 1-3, move 3”/24”) over their chosen magic dagger, and the keys to the cellar target, usually a solitary cottage or chick- of the largest brewery in that area. With en coop, and “bail out” to take their vic- these treasures, little Idi quickly won his tims unawares. way to a high place in kobold history. Idi avoids killing those he captures, Discovering that all but one of the preferring that they live to spread stories rings were of Feather Falling, the enter- and tales of his fame and daring. He is prising kobold organized the first (and not averse to hiring his unit out (at in- only) airborne company of kobold com- credibly high rates) as a mercenary com- mandos. When encountered, Idi will be pany, to those who do not expect his accompanied by 8-20 other kobolds, each group to take on large opponents.

50 APRIL 1982 adin suffered an unusual accident while EUBEEN HADD riding through town to meet Eubeen. His saddle straps parted as he rode past a 20th-level thief nity near the Wishie Wash. There he group of hairy-footed children, and he ALIGNMENT: Chaotic neutral made a living as a farmer, raising cain to fell into a large public fountain. Though HIT POINTS: 87 sell to the local merchants. He became the children tried to rescue him, it was to ARMOR CLASS: -3 (psionics plus bored with his work and decided to take no avail. Constables on the scene found dexterity) or 5 (dexterity only) up a more interesting and challenging the anti-paladin had drowned and had NO. OF ATTACKS: 1 career, one that would make full use of fallen on his sword and dagger thirty- DAMAGE/ATTACK: 2-8 (+12) (x6 if his talents for political administration, eight times. Later, a ringleader of the from behind) financial management, and high manual hecklers was found in his home, having HIT BONUS: +6 (+10 from behind) dexterity. He became a thief. apparently fallen from an upper-story MOVE: 9” Donning the robe and sandals of a window twice, after tying himself to a PSIONIC ABILITY: 369 cleric, Eubeen went from town to town, chair and taking poison. Eubeen’s com- Attack/Defense Modes: All/all proclaiming himself the High Gizmo of ment that the man must have been acci- STRENGTH: 24 (with girdle), the Order of the Holy Halfling. He estab- dent-prone was accepted without hesi- 12 (without girdle) lished a reputation for performing mira- tation by everyone, and his rallies now INTELLIGENCE: 15 cles (walking on water, healing wounds go on uninterrupted. WISDOM: 8 by touch, turning invisible, etc.) without In his spare time, Eubeen serves as the DEXTERITY: 19 the apparent help of any magical de- leader for a special interest group he CONSTITUTION: 17 vices, though it is rumored he wears a founded: SPUNK, the Short People’s Un- CHARISMA: 17 Girdle of Storm Giant Strength. ion for Nefarious Kleptomania. The THIEF ABILITIES: There were some troubles at the start group extends its membership to all Pick pocket: 145% Open lock: 125% of his career, but most of them were light-fingered beings of 4’ height or less, Find/rem. trap: 115% Climb wall: 85% cleared up in a short time. Hecklers at his including dwarves, gnomes, halflings, Hide in shadow: 130% Hear noise: 60% nightly rallies were surprised to find the kobolds, leprechauns, brownies, pixies, Move silently: 125% Read lang.: 75% thongs on their sandals cut or tied to- sprites, pack rats and raccoons. Mem- PSIONIC DISCIPLINES: gether, and all of their spare change dis- bers are made privy to intelligence in- Body Equilibrium Body Weaponry appeared when they least expected it. formation on city guards and militia for Cell Adjustment Hypnosis The hecklers assumed that Eubeen’s various towns, merchants’ store plans, Probability Travel Etherealness numerous halfling followers were to bank and treasure vaults, and so forth. blame, and they hired a noted and feared Members reportedly greet one another Eubeen Hadd was once a happy resi- anti-paladin to go after him and discuss with secret handshakes and remarks dent of a small halfling burrow commu- the matter. Unfortunately, the anti-pal- like, “Feeling low today?” MORC THE ORC

12th level Idiot (Snaga orc) alleyway. terwards. Treat all results having players ALIGNMENT: Chaotic neutral Making full use of their sparse mental attack Morc as having them either fall HIT POINTS: 69 talents, the local populace concluded asleep (50%) or hallucinate and wander ARMOR CLASS: 10 that the previously unnoticed orc had about aimlessly (50%). Sadly (for those NO. OF ATTACKS: 1 been a part of the contents of the Cosmic meeting Morc), he dearly loves to talk, DAMAGE/ATTACK: 1 point (50% Omelet, and they fell down and did hom- frequently about nothing in particular. chance) age to him. Morc, still intellectually dis- Morc’s constitution was increased by HIT BONUS: As 1st-level M-U (-2 to hit) ordered (more than usual) from the ae- the gods so he would have a better MOVE: 6” rial assault, acknowledged his origin chance of surviving in the wilderness. His PSIONIC ABILITY: Nil; immune to from the Outer Planes and identified a other powers are usually more than psionic attack large number of deities as close family enough, however, to keep him safe from STRENGTH: 3 members. The Greater Gods, in their anyone he encounters. INTELLIGENCE: 4 omniscience, took note of the announce- The god’s greatest gift was to enchant WISDOM: 3 ment, and at their annual All-Powerful, Morc so that any person who befriends DEXTERITY: 4 Mighty and Omniscient Deities Conven- him for seven days (never leaving his CONSTITUTION: 20 tion (held in Limbo that year) generously side, listening to his every word, being CHARISMA: 3 elected to bestow some gifts upon the seen frequently with him in public, etc.) SPECIAL ABILITIES: See below lucky Morc. would receive a Wish, to be taken when- One to four times a day, without warn- ever the character wants. Any number of The tales and legends surrounding the ing, Morc the Orc is subject to the power- characters may try for the Wish, but they origin of the enigmatic figure of Morc the ful effects of Delayed Blast Halitosis. may try only once. Note that any non- Orc are peculiar, incredible, and, alas, This condition has a 30-foot radius of player characters wiII absolutely refuse true. His beginnings may be traced to the effect around Morc (unless there is a to stay in Morc’s vicinity once they be- township of Ogrespew, in the Uhpsihde wind) and all beings therein will suffer come aware of his . . . talents, and will Downs. The peasants of that region tell the effects of a Stinking Cloud (no sav- have considerably lowered morale and of a cool winter day many years ago ing throw) — all but Morc, that is, who loyalty scores whenever Morc is present. when a tremendous roc flew over the will not notice any difference. As a final note, Morc is a favorite of village. While cruising along at about Whenever Morc speaks, all creatures many of the gods, and any attempt to kill 1,500 feet, the creature accidentally laid within a 60-foot radius of him will be- him will fail for one reason or the other. It an egg. The expansive ovoid crashed come Confused as per the spell, without is not likely that a god will show up per- into the heart of the town and landed on a saving throw. The effect lasts as long sonally to protect Morc, but they do in- a derelict Snaga orc (Morc) asleep in an as Morc speaks and for 2-8 rounds af- tend for him to be around for a long time.

D RAGON 51 Artist of the month

No one is more deserving of our First Annual Artist of the Month Award than the talented and creative Phil Foglio. In his years of association with DRAGON™ Magazine, Phil has turned out some of the funniest and most imaginative paint- ings we’ve ever seen. (They were sup- posed to be funny, weren’t they?) But a lot of other artists who contrib- ute to this magazine are just as talented as Phil —and Phil himself would be the first (or maybe the second) to admit that. Why, then, is Phil being singled out? To put it simply, Phil knows the mean- ing of the word “deadline.” He’s always on time when he sends us a picture we’re expecting, and that’s an attitude that doesn’t go unappreciated by an editor. And his work never has a hurried look about it—quite the contrary, in fact. It’s almost as though he knows beforehand exactly where to put each color. (When he’s pressed for an explanation of how he does this, Phil gets real bashful, mumbles something unintelligible, and tried to get off the phone in a hurry. What a modest guy.) Phil’s big test came just recently, when he offered to do up a special two-page painting in time for our April issue. Judg- ing by his past performance, we had no reason to think he wouldn’t get the paint- ing done in time, and even though this page is being sent to the printer with a big white hole all over it, we have the utmost confidence in Phil’s ability to get the painting to us in time to fill up the hole. And we’re equally confident that this painting will be, as they all have been, an accurate reflection of the talent of this master craftsman.

52 APRIL 1982 D RAGON 53 VALLEY GIANT 2: Charm Undersized Being — Redu- ces the victim’s intelligence and charis- Written by Michael Nystul ma by 2 points each, and a stricken vic- tim will farm for the giant until dead. FREQUENCY: Extremely rare 3: Polymorph Sprite Farmer — This NO. APPEARING: 1 spell affects beings over 4’2”, reducing ARMOR CLASS: -2 them to 3’6” and then acting as a Charm MOVE: Occasionally Undersized Being. HIT DICE: 9 4: Box — Enables the Giant to box % IN LAIR: 100% material up to 10,000 gp in weight. (It TREASURE TYPE: See below takes 10 turns for a victim to escape the NO. OF ATTACKS: 2 box, by which time he has been shipped SPEClAL ATTACKS: See below out of the valley by the spell described SPECIAL DEFENSES: See below below.) MAGlC RESISTANCE: Standard 5: Teleport Boxed Material — Up to INTELLIGENCE: One-track mind 1,000 meters distance, no chance of ALIGNMENT: Neutral error. SIZE: Real big The Giant’s special treasure is 100 to PSlONlC ABILITY: Nil 10,000 boxes of yellow vegetables, 200 to 20,000 boxes of little square orange The Valley Giant always dwells in his vegetables, 150 to 15,000 containers of valley. This lair is an active farming area. round green vegetables, and 250 to 25,000 The Valley Giant always has other crea- boxes of all of the above combined. tures in his lair to act as workers. These Because he appears apparently from workers are all less than four feet tall. nowhere, the Giant has a 99% chance of Their weapons are +1 hoes and magic surprise. wheelbarrows which produce and hurl Description: The Valley Giant has 1-10 giant corn kernels every three green skin, hair, and eyes. He wears a rounds. shirt of leaves (AC -2) and has the unus- Unlike other giants, the Valley Giant ual habit of standing at all times with his has spells unique to himself: hands on his hips. The Valley Giant’s one 1: Sonic Boom — Upon utterance of weakness is that if someone asks, “What’s the words “Ho, ho, ho,” this spell causes new, Giant?” he will immediately filibus- a victim to take 6-36 points of damage ter for ten minutes and can be easily at- and lose 1 point of intelligence. tacked during that time,

Walt Disney’s DONALD DUCK

Written by Tom Moldvay

10th-level fighter/berserker ALIGNMENT: Neutral good HIT POINTS: 138 ARMOR CLASS: 4 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-6 (+1 or +3) HIT BONUS: +1 or +3 MOVE: 12” STRENGTH: 17 INTELLIGENCE: 9 WISDOM: 6 DEXTERITY: 18 CONSTITUTION: 19 turn Donald green for a turn, a fireball which often sends him into a quacking CHARISMA: 13 may blacken his feathers for a turn, but fury. Even when berserk, he has a +2 Donald will then return to normal and be bonus both to hit and on damage done Like many cartoon characters, Donald unharmed. (hence the dual statistics). It is left to the Duck cannot really be killed. When re- Donald usually wears a blue sailor suit DM’s discretion to decide when Donald duced to zero hit points, he loses interest and, while he possesses all the skills one goes berserk. in the battle and wanders away. He need might expect from a sailor, he is an indif- Donald especially dislikes chipmunks never make a saving throw, and attacks ferent sailor at best, preferring to remain and mountain lions. One of the quickest which require saving throws (even if on land. Donald often delights in playing ways to turn him berserk is to shoot an checking for half damage only) never tricks and practical jokes. He does not, arrow at him or throw something at his succeed against Donald. They might however, take kindly to having the tables head and then shout: “Hey, Donald, produce a visible effect; e.g., poison may turned on him. He has a hair-trigger temper duck!”

54 APRIL 1982 THE TASMANIAN DEVIL The Tasmanian Devil is a mangy, vi- cious, beady-eyed, evil-tempered brute Written by Steven Sullivan NO. OF ATTACKS: 2 that will eat anything — especially rab- DAMAGE/ATTACK: 2-20 bits. (It also has a fondness for duck.) FREQUENCY: Very rare SPECIAL ATTACKS: Whir/wind This ferocious creature attacks twice NO. APPEARING: 1 SPECIAL DEFENSES: Regeneration per round, doing 2-20 points of damage ARMOR CLASS: 4 MAGIC RESISTANCE: Standard per attack to anyone it hits. It can regen- MOVE: 6”/16” in whirlwind INTELLIGENCE: Low erate 3-30 hit points in any round in HIT DICE: 12 ALIGNMENT: Chaotic neutral which it does nothing else (if it is not % IN LAIR: Nil SIZE: S (3’ tall) dead). It will almost always do this if sur- TREASURE TYPE: Nit PSIONIC ABILITY: Nil prised or if it takes a large amount of damage from any non-melee attack. The Devil also has the ability to go berserk, turning into a living whirlwind of teeth and claws. As a whirlwind, it moves each round in a random direction. In this form the Tasmanian Devil may bore through anything (including metal or stone) in its path except a magical barri- er of some type. A character in the way of the whirlwind will take 6-60 points of damage. The Tasmanian Devil may stop this whirlwind at any time, but may not attack until a round later, when it regains its bearings. The Tasmanian Devil is slow-witted, and can be tricked by anyone imperson- ating a Tasmanian She-Devil. This can be easily accomplished by anyone able to shove a bear trap into his or her mouth and flash a charming smile. Despite its low intelligence, the Tas- manian Devil can speak a few simple sentences in the common tongue, such as “Why for you do that to me?”

Chuck Jones’ and Warner Brothers’ hydrated martians (treat as long-nosed THE MARTIAN green ogres) which will grow to full size upon application of 2 drops of water. Written by David Cook Half of the time, the Martian’s flying saucer will be ‘in the vicinity of the en- 7th-level fighter (race unknown) counter. This device may carry one per- ALIGNMENT: Lawful evil son (and his or her equipment) at speeds HIT POINTS: 105 of up to 1,000 mph, However, the con- ARMOR CLASS: 2 trols are such that only the Martian may NO. OF ATTACKS: 1 fly it in safety. All others attempting to DAMAGE/ATTACK: 1-3 pilot the craft will head in a random di- HIT BONUS: +2 rection (in space) for 1 to 10 hours, until MOVE: 9” they arrive at a far different location from PSIONIC ABILITY: Nil their starting point — possibly a different STRENGTH: 9 planet. INTELLIGENCE: 18 The Martian wears tennis shoes and a WISDOM: 8 helmet which are magically animated, DEXTERITY: 10 thus making it virtually impossible to de- CONSTITUTION: 19 termine when he is dead. When his hit CHARISMA: 15 points are reduced to zero, the helmet will cover the body (or what remains of Although puny, this little creature con- it), and the shoes will attempt to carry stantly schemes to take over the Earth, him to safety. The Martian evidently has the galaxy, or anything else. Although a access to sophisticated revival and res- relatively poor fighter in melee combat, toration devices, for no matter what hap- he possesses a powerful Disintegrator/ pens to him he always returns. The Re-integrator pistol. This weapon has a helmet also functions as a Necklace of range of 1”, and any target hit must save Adaptation. vs. wands (at -2) or crumble into dust. The Martian is seldom encountered on However, if the setting is reversed, the Earth itself, although he may be nearby. target will be restored to its previous His approach is normally heralded by condition. He will also have 10-100 de- the sound of tinny music. D RAGON 55 BASEBALL BUGBEARS chance that any given team is the current league champion, in which case each Created by Karl Kesel team member has an extra +1 to hit with and Tom Richmond both bats and balls. All teams have at least one kobold bat- FREQUENCY: Very rare boy, who will continually supply the NO. APPEARING: 9, or 18 if two teams team with new weapons. This kobold, are in a playoff, plus one coach and however, will usually run away once any bats are swung in battle. Once a kobold ARMOR CLASS: 5 (catchers: 3) batboy begins to show signs of wanting MOVE: 12” independence from his team, baseball HIT DICE: Special bugbears will hold a large feast in his % IN LAIR: 10% honor, usually with the kobold batboy as TREASURE TYPE: 1-4 diamonds the main course. Baseball bugbears have been known to raid human, and even NO. OF ATTACKS: 1 elven and dwarven, villages in search of DAMAGE/ATTACK: Softball 1-2; new batboys when a fresh supply of ko- Hardball 1-4; Baseball Bat 1-6 bolds is not readily available. SPECIAL ATTACKS: Nil All baseball bugbears have proficien- SPECIAL DEFENSES: Nil cy in both bats and balls. They will al- INTELLIGENCE: Low to average ways attack with baseballs from a dis- ALIGNMENT: tance, switching to bats when their op- SIZE: L (7’+ tall) ponents come within reach. The team PSIONIC ABILITY: Nil For each team encountered, one base- will have at least 9 wooden bats ready to ball bugbear will be a pitcher (+1 to hit use at any given moment, and 10-60 These creatures travel around in tight, with baseballs, +1 damage), one will be a balls. If the baseball bugbears are male, nomadic bands. If they are encountered catcher (armor class 3, 75% likely to they will use hardballs. A female team in their camp, practice ball-throwing and catch any missile), and one will be the will use softballs. However, one team in hitting will undoubtedly be going on. If coach (slightly older and a bit overweight, 20 will be found carrying some of both. they are met while wandering, general -1 to hit and -1 damage with anything). All teams will have an ample supply of team-talk and casual catching games The coach’s team will listen explicitly, baseball mitts or gloves. These gloves will be happening. Baseball bugbears and only, to him. may be used as an equivalent to a small, are unusually rowdy and will usually at- The rest of the group will be normal wooden shield, making the average base- tack anyone for any reason. They will players, although a druid of 3rd level or ball bugbear armor class 4 while the mitt always attack any person disrupting a higher may notice that various team is in use. Mitts may not be worn when practice session, and death is too good members seem to hail from different bats are being employed. for someone who breaks up one pf their areas of the country, due mainly to the For game purposes, basebalI bug bears games! Because of their loud nature, heavy, off-season trading that occurs are treated as 3+1 hit dice monsters. In baseball bugbears never surprise oppo- between teams. For each team of base- battle — regardless of how much or how nents, and can usually be heard a good ball bugbears, there is a 10% chance that little damage they have suffered — each distance away. They have uncommonly one player has a batting average over team member will be killed automatically high morale, and surrender or retreat .400, giving him +2 to hit and damage after being hit three times: Three strikes only in the most unusual circumstances. with a baseball bat. Also, there is a 10% and they’re out!

WEREBEAVER round head. It may be noticed that he bodies and clothing are various shades has buck teeth. Accompanying the were- of white, grey, and black. Also, it is pos- Written by Jeff Goelz beaver is a slightly older boy with curly, sible that a certain identifiable theme light colored hair. This boy is named music will be heard whenever the were- FREQUENCY: Unique Wally. Their clothing is outdated, and beaver is encountered. NO. APPEARING: 1 they can be easily distinguished by the Once the werebeaver is encountered, ARMOR CLASS: 6 fact that they have no coloration. Their he will appear to get nervous, and Wally MOVE; 9” will tell the party, “Why don’t you guys HIT DICE: 4+2 leave before I start to think you’re a % IN LAIR: Nil bunch of creeps or goons or something. TREASURE TYPE: Nil You guys better watch out or I’ll tell my NO. OF ATTACKS: 1 dad and he’ll clobber you.” When he DAMAGE/ATTACK: 4-16 hears words of this sort, the werebeaver SPECIAL ATTACKS: Nil will respond by saying, “Gee, thanks, SPECIAL DEFENSES: Silver or magical Wally. You’re not such a bad brother af- weapon needed to hit ter all.” MAGIC RESISTANCE: Standard If the werebeaver is still threatened af- INTELLIGENCE: Average ter Wally has issued his warning, there is ALIGNMENT: Chaotic good a 25% chance per round (cumulative) (chaotic evil in were form) that the stress will overcome the little SIZE: S (M in were form) fellow, and he will transform into a were- PSIONIC ABILITY: Nil beaver and attack with his powerful bite. If either he or Wally is attacked, he will The werebeaver is usually encounter- transform into the werebeaver immedi- ed in human form. He appears as a ately, and will be extremely hard to get young boy with short, dark hair and a under control.

56 APRIL 1982 DRAGON 57 Convention schedule

MUNCHCON II, April 16-17 — To be held in Corbly Hall on the GRIMCON IV, May 28-31 —A fantasy and SF gaming gathering campus of Marshall University in Huntington, W. Va. Guest to be held at the Oakland Hyatt House, Oakland, Calif. The speakers will include Richard and Wendy Pini, Jean Lorrah, schedule includes all the usual convention attractions: films, and (tentatively) L. Sprague and Catherine de Camp. Seminars, dealers, demonstrations, and lots of tournaments. Pre-registra- D&D tournaments, films, and an art show are on the schedule— tion cost is $14 for all four days. At the door, a four-day ticket and admission is free! For details, send a SASE to Marshall will cost $17, and single-session admission at the door is $7. University Society, Memorial Student Center, More information is available by writing to GRIMCON, P.O. Box Marshall University, Huntington WV 25701. 4153, Berkeley CA 94704.

TRI-STATE CON, April 16-18 — Role-playing games, board M.I.G.S. Ill, May 30 — The Military lnterests and Games Society games, miniatures, painting competition, seminars. For more will stage this event at the Kitchener-Waterloo Regional Police information, write to Tri-State Con, P.O. Box 40455, Cincinnati Association Recreation Centre in Kitchener, Ontario, Canada. OH 45240, or call (513)671-3791. Seminars, painting contests, a flea market, board-game com- petitions, and miniatures tournaments are among, the sched- CONTRETEMPS, April 23-25 — A science-fiction convention uled events. Contact: Les ScanIon, President of M.I.G.S., 473 to be held in Omaha, Neb. Further information is available by Upper Wentworth St., Hamilton, Ontario, Canada L9A 4T6. writing to: Ship to Shore, P.O. Box 12373, Omaha NE 68112. GENGHIS CON IV, June 4-6 — To be held at the Aurora 30-May 2 — The University Hilton Inn, Student Center of Metro State College in Denver, Colo. More 3110 Olentangy River Road, Columbus, Ohio, will be the site of than 40 scheduled events; overnight parking available on cam- this convention, which features guest of honor Hal Clement. pus, with hotels and motels nearby. Convention registration is Admission prices are $12.50 through April 1, $15 at the door. $10 for the weekend, $5.50 per day for Saturday and Sunday, For more information, write to Marcon XVII, P.O. Box 2583, and must be prepaid by May 1. Registration blanks and other Columbus OH 43216. information are available from the Denver Gamers Association, P.O. Box 2945, Littleton CO 80161. May 7-9 miniature events, a painting contest, film presentation, and a MICHICON 11, June 11-13 — Cobo Hall in Detroit will be the computer show are on the agenda for this convention, to be site of this big conclave, staged by the Metro Detroit Gamers. held at Brock University in St. Catharines, Ontario, Canada. More information is available by writing to that group at P.O. Preregistration is $5 for the weekend or $3 for one day. For Box 787, Troy MI 48099. details, write to Keith Siren, P.O. Box 457, St. Catharines, Onta- rio, Canada L2R 6V9 (phone 1-416-682-1438). ® EAST II Convention, June 17-20 — Widener Col- lege in Chester, Pa., is the site for this second annual TSR UNICON, May 8-9 — An Indiana Jones Lookalike Contest is Hobbies-sponsored event. An extensive schedule of. gaming one of the many attractions scheduled for this gaming and competitions is offered, including a wide range of official science-fiction convention. The site is The Inn, located at Ex- AD&D™ tournaments created especially for the convention. ecutive Park, 1601 N. Universal, Kansas City, MO. Weekend Guests of honor will include AD&D creator E. Gary Gygax, membership is $15; admission to the dealer area only is $2 per peerless painter Duke Seifried, and fantasy artist Tim Hilde- day. For more information, send SASE to Unicon I, 5425 N. brandt. Preregistration fee is $7, and admission is $12 at the Indiana, Kansas City MO 64119. door. More information is available by writing to GEN CON East II, P.O. Box 756, Lake Geneva WI 53147. WARGAMERS WEEKEND, May 21-23 — This fourth annual event will be held in the DAV Hall in Newburyport, Mass. Spon- RIVER FOREST MlCROCON, June 18-20 — Sponsered by the sors are the Newburyport Wargamers Association and the Toy Forest Gamers Club and the River Forest (III.) Community Soldier hobby shop. Admission is $3 per day ($1 for Friday Center. All types of gaming will be represented. For details, evening) in advance, or $4 per day ($2 for Friday) at the door. contact the River Forest Community Center, 414 Jackson, Riv- Tournaments are scheduled in role-playing games, historical er Forest IL 60305, phone (312)771-6159. games, miniatures, and board games., Overnight accommoda- tions and refreshments will be available at the hall. For more INCONJUNCTION 2, July 2-4 — A science fiction and fantasy details, contact The Toy Soldier, 20 Unicorn Street, Newbury- convention featuring panel discussions, speeches, a film room, port MA 01950, phone (617)462-8241. and an art show among the attractions. Guests of honor will include Frank Kelly Freas and Wendy & Richard Pini. Site: The CWA-CON, May 21-23 — One of the big gatherings sponsored lndianapolis International Airport Hilton Inn. Registration is $9 by the Chicago Wargamers Association. The new location this until May 31, $12 thereafter and at the door. Contact: InCon- year is the DuPage County Fairgrounds in Wheaton, III. More Junction 2, P.O. Box 24403, Indianapolis IN 46224. than 100 events are scheduled. Attendees can preregister for events at the GEN CON® XV Convention in August and get ORIGINS ‘82, July 23-25 — One of the longest-running and immediate confirmation. For information, contact CWA-Con largest gaming conventions is located in Baltimore this year. ‘82, P.O. Box 10937, Chicago IL 60610. For information, write to P.O. Box 15405, Baltimore MD 21220.

CONQUEST Ill, May 28-30 — SF author Norman Spinrad will GEN CON® XV Convention, Aug. 19-22 — The granddaddy of be the guest of honor at this gaming event, to be held at the all role-playing game conventions, sponsored by TSR Hobbies, Continental Hotel, Kansas City, Mo. Tournaments are sche- will again be held at the University of Wisconsin-Parkside cam- duled for AR&D and TFT players, among others. Registration is pus between Racine and Kenosha. lnformation for exhibitors, $9 until April 30, $12 thereafter. Contact: CONQUEST I I I, P.O. prospective tournament judges, and participants is available Box 32055, Kansas City MO 64111. from GEN CON XV, P.O. Box 756, Lake Geneva WI 53147.

58 APRIL 1982 D RAGON 59 by Gary Gygax Ibs. per each 1” over 5’5”, or 10 Ibs.) A Home locale roll on the table yields a 6, so Sylvia Have player select area: New England, © 1982 E. Gary Gygax. weighs 125 Ibs., as a 6 indicates the addi- Mid-Atlantic, Southeast, Midwest, South All rights reserved tion of 1” to height, which converts to 5 Central, Great Plains, Southwest, West Ibs. of weight. Coast, Eastern Canada, Quebec, West- In order to market the TOP SECRET® Hair ern Canada, Alaska, Hawaii, Puerto Rico, Virgin Islands, Mexico, Caribbean, Cen- game at a reasonable price, quite a bit of Player chooses from one of the follow- material had to be omitted. Because of tral America. Race and language skills ing colors: ash blond, blond, dark blond, can be affected by home locale, so the this, the new agent feels as if he or she red-blond, red, red-brown, light brown, player must select carefully. If the cam- were a clone, stepping naked into the brown, dark brown, black, blue-black, campaign with $400 clenched in one fist. gray, white (note graying if applicable). paign is broad enough, any other home locale can be selected, such as Argen- While the money is to buy basic equip- At the same time the characteristics of tina, Brazil, Chile, et al, Northern Eng- ment for the agent, no details of starting the hair must be noted — straight, wavy, possessions are given, and some nov- land, Southern England, Northern Ire- curly, kinky — and amount and length land, Southern Ireland, Wales, Scotland, ices might even imagine that a basic noted — full, balding, fringe, bald; very Belgium, Luxembourg, the Netherlands, wardrobe must come from this paltry long, long, shoulder-length, short, close- et a/, and so on throughout the world. sum. In a like vein, there is no back- cropped. ground information offered to aid the Birthplace new player in identifying and personify- Eyes The player must select a city or town, ing his or her character. Here are the Select eye color: light gray, gray, pale typically one within his or her home lo- systems which I have developed to help. blue, blue, dark blue, light green, green, cale or otherwise appropriate to family You might find them useful until some- hazel, light brown, brown, dark brown, background. thing “official” is published in the way of black. Indicate whether contact lenses rules to cover these areas. or glasses are worn to correct vision. Birthdate Add month and year to age. Sex Complexion Self-explanatory; character’s sex se- Select both coloration and texture: Age lected by player. pale, fair, ruddy, tan, brown, olive, dark, Discard the age generation system yellow, ivory, black; smooth, average, used in the rules, as the curve is impro- Race coarse, pocked. per because it relies on treating d10 as Allow the player to choose one of the such. Replace it with a bell curve gener- following: Caucasian, Negro, Oriental, Somatype ated with percentile dice as shown be- Polynesian, American Indian, Indian, Select from the basic types, remem- low, with starting age varying from 21 to bering any underweight or overweight Mixed (specify). 36. (5d4 + 16 may be used optionally to condition determined: ectomorph (slen- generate the same number range.) Nationality der, thin, angular), endomorph (thick, Self-explanatory; country of origin or stocky, rounded, plump), mezzomorph country of residence, but if the latter (square, muscular, athletic). Dice roll Age origin should also be indicated. 01-02 21 Right or left handed 03-04 22 Stock Player’s choice. Major national stock if not basically 05-07 23 one type; i.e., “American of Irish-German Distinguishing marks & mannerisms 08-11 24 parentage.” Player notes marks such as moles, 12-19 25 birthmarks, freckles, scars, tattooing, etc. 20-28 26 Height Also note speech accent, distinctive ges- 21-30 27 Per rules. ture or walk, affectation, or apparel or 31-47 28 Weight accessory. Example: Sylvia Small has 48-62 29 Use height table, but with a weight the following special marks and manner- 63-72 30 base of 175 Ibs. for males and 110 Ibs. for isms: mole on right shoulder; smallpox 73-81 31 females. Add or subtract weight at 5 Ibs. vaccination scar on inner left thigh; slight 82-89 32 per inch, for height above or below norm freckling over bridge of nose; English 90-93 33 and as the result of a variant die roll. pronunciation of a, au, and ee; smokes 94-96 34 Example: Agent Sylvia Small is 5’7” tall, black cigarettes; wears rubies in rings, 97-98 35 so her base weight is 120 Ibs. (110 Ibs. + 5 earrings, and other jewelry. 99-00 36

60 APRIL 1982 Education country in the main). Socks 7 pair Have the player select an appropriate Sweatshirt 1 college or university. Note degrees re- Family background Sweater 1 ceived — typically a B.A. or B.S. and Roll for socio-economic status: T-shirts 2 probably an M.A. or M.S. If knowledge 1: middle lower class (MLC) Underwear 7 sets score is very high, additional degrees 2: upper lower class (ULC) Work clothes 1 suit will be held in most cases. 3-4: lower middle class (LMC) Suitcase 1 5-6: middle middle class (MMC) Personal gear Marital status 7-8: upper middle class (UMC) Aftershave/perfume 1 Select single, married, separated, di- 9: lower upper class (LUC) Clippers, nail 1 vorced, widowed. 0: middle upper class (MUC) Comb 1 Socio-economic class will affect per- Deodorant 1 Children sonal starting possessions. Additional Ditty bag/shoulder bag 1 Based on marital status, select any notes regarding parents and siblings can Passport 1 number from zero to six or more. Typi- be recorded — whether living or dead, Penknife/scissors 1 cally, agents will be unmarried or other- occupation, political leanings, etc. No Razor/makeup 1/6 wise single. questionable family activity is possible if Razor blades/lipstick 6/1 the agent works for a government. Toothbrush 1 Hobbies and interests Wallet/purse 1 Here the player should list typical PERSONAL POSSESSIONS Wristwatch, ordinary 1 hobby, game, sports, and musical inter- This builds up a reasonable dossier. Windproof lighter 1 ests. Example: Sylvia Small collects co- Then the personal possessions of the lored gems and antique jewelry. She is agent character can be determined. Additional money an excellent chess player (shogi as well) Additional money can be used only for but only fair at go. She also paints in oils, Standard starting equipment purchases to augment clothing of a knows fine art, and has some knowledge Belt 1 General Outfitting nature or for a stand- of architecture of the medieval period. Casual outfit 1 ard (transportation) vehicle. To deter- She reads avidly, science fiction and his- Gloves 1 pair mine additional funds, use the following: torical novels in particular. She enjoys Hat or cap 1 Age: For each year of age above 20, classical music and is a connoisseur of Jacket 1 add $10. fine wine and food. Sylvia is an excellent Shirt/blouse, dress 1 Socio-economic background: MLC, $0; swimmer, takes ballet lessons regularly, Shirt/blouse, sport 1 ULC, $50; LMC, $100; MMC, $250; UMC, plays golf and tennis, and skis (cross Shoes 2 pair $900; LUC, $5,000; MUC, $15,000.

D RAGON 61 It must be stressed that all additional Overshoes — $8 to go beyond the confines of the printed money must be used to purchase cloth- Raincoat, slicker type 1# $25 lists. Administrators should additionally ing and the like, before the acquisition of Shirt, dress, designer ½# $50 work up lists of other weapons (.25 Cal., items found under Tools of the Trade Shirt, dress or sport ½# $15 .32 Cal., 7.65mm, .38 Cal., .44 and .44 and after headings. Money — other than Shoes, designer 1-2# $225 mag. cals., .17 Cal., .22 mag. cal. pistols, the $400 starting money for equipment Slacks, designer 1# $100 various hunting rifles, and all other gaug- — not spent is assumed as lost in one Slacks, dress/casual 1# $30 es of shotguns (including a sawed-off manner or another. Sport coat, designer 3# $500 model) not shown in the rules. The spe- Sport coat, regular 3# $75 cial weapons table should show the cost Additional personal items Suit, designer 4# $750 of arrows and crossbow bolts, brass With additional funds at the start, and Suit, regular business 4# $200 knuckles, and special throwing knives. the prospect of getting more, a few addi- Sweatshirt 1# $10 New tables need to be done for regular tional items of a personal nature and clo- Sweat suit 2# $20 and special tools of many sorts and for thing are called for: Tie, designer — $35 camping, fishing, and hunting gear. Tie, regular — $10 If you are not overly ambitious, I sug- Item wt. cost Topcoat/trenchcoat, gest you fake it by compiling a good set Attache case, fine all-weather 3# $100 of catalogs! (At last, the mail-order re- leather 4# $300 T-shirt — $5 tailer is really providing invaluable ser- Boots, insulated or Tuxedo (formal wear), vice to adventure game hobbyists....) thermal 2# $50 designer 4# $850 Gambling and liquor, and what goes Corduroy trousers 2# $20 Wristwatch, designer — $1,500 with them, always seemed to occupy Denim trousers 1# $15 Wristwatch, designer, much of James Bond’s time and funds, Galoshes ½# $15 gold — $7,500 so perhaps you might deal with them in Handkerchief, cotton — $1 Wristwatch, regular — $100 your campaign too. Whatever course Handkerchief, silk — $8 Wristwatch, sport/ you follow, fledgling agents as well as Jewelry, any type — $10+ waterproof — $250 old hands should now be better personi- Lighter, gold — $2,000+ fied, and more of the role of the individu- Luggage, 5-pc. nylon 5# $90 This list is obviously not exhaustive, al can be played in your espionage role- Luggage, 3-pc. leather 15# $900 but it will help to stimulate participants playing games.

AGENTS NAME SOMATYPE BUREAU HOME LOCALE CODE NAME/ID # BIRTHPLACE SEX: • MALE • FEMALE BIRTHDATE AGE HEIGHT WEIGHT EDUCATION: SCHOOL DEGREE NATIONALITY SCHOOL DEGREE RACE STOCK SCHOOL DEGREE HAIR: COLOR TYPE MARITAL STATUS: q SINGLE q MARRIED COMPLEXION: COLOR TEXTURE q WIDOWED q DIVORCED EYES GLASSES? -CONTACTS? CHILDREN RIGHT • or • LEFTHANDED HOBBIES/INTERESTS DISTINGUISHING MARKS/MANNERISMS FAMILY BACKGROUND PERSONAL GEAR EQUIPMENT

WEAPONS

62 APRIL 1982 by Glenn Rahman wealth was shared out unfairly, and this cause a prophecy warned that the first caused discontent among the lesser Greek to debark would be slain after a In my design of The Trojan War (pub- chieftains, especially Achilles). brief but glorious fight. It was the duty lished in 1981 by Metagaming), I worked By the ninth year of the war, this policy and the privilege of the greatest Greek in a compact format, with rule and coun- had been carried as far as it could go. chieftains to lead the host ashore, but ter limitations. Consequently, I elected Long overseas service had reduced the even the bravest of them hesitated at to make the game a simulation of the last Greeks’ morale, while the raids had al- leaping to certain death. At last a bold two years of the Trojan War only. Be- ready devastated everything in reach. Greek prince, Protesilaus of Thessaly, sides mere physical limitations, there Worse, Greek piracy had shown the rushed ashore and was shortly thereaf- were other good reasons to take this peoples of western Asia what was in ter killed by a Trojan (most sources cred- tack: All the ancient source books which store for them if the gentle leadership of it Hector). After Protesilaus’ charge, the might have described the battles of the Troy was replaced by the rapacious other Greeks no longer feared to land. first eight years of the war were lost in domination of Greece. The Trojans ga- Eventually, although the Trojans were antiquity. All we have left is a summary of thered foreign allies —Phyrigians, My- assisted by Cycnus, one of Asia’s grea- the first battle of that 10-year conflict sians, Thracians and many others — un- test heroes, they were driven from the (conventionally dated to about 1185 til the Greeks could no longer afford to beach and the long siege of Troy was B.C.), and the bald assertion that the divide their army. The stage was set for begun. plain of Troy was assaulted a number of the big battles in front of Troy which are Trojan Army: At this early point in the times in this early period — in perhaps as told in detail by the poets Homer, Quin- war, the Trojans have not yet mustered a few as three battles. tus Smyrnaeus, and others. large allied army. Therefore their army The myths summarize the first years of For the sake of this variant we shall consists of Hector, Agenor, Aeneas, Pa- the war this way: After the Greeks disco- assume (as does classical scholar Ro- ris, Polydamas and all Trojan Class I he- vered they could neither take the fortress- bert Graves) that only a few battles were roes. The Trojan player may also draw city of Troy by storm, nor isolate and fought at Troy throughout the first eight six more Trojan heroes at random from starve it into submission, they kept only years. We shall use the best knowledge the remaining force pool. Additionally, a part of the army on watch at Troy; the preserved of the ancient myths to depict he deploys two new heroes (these coun- remainder was sent to raid neighboring them as scenarios for The Trojan War. ters must be made for the scenario): coasts. These raids (usually led by Troilus (7-7-6, Class II) and Cycnus (9-9- Achilles or Ajax) were intended to pro- VARIANT SCENARIO #1 6, Class Ill) and six Replacement He- vide supplies for the besieging army, “The Foremost Greek” roes. The Trojans have eight Chariots. while destroying Troy’s allies in coastal When the Greek ships approached Greek Army: The Greek force consists Asia. The forays brought back consider- Troy, the Trojans were on the beaches to of all non-*, non-Replacement Heroes able booty and made the Greek chief- meet them. The Greeks were disadvan- plus Achilles. Additionally, the Greek tains very wealthy (though in fact the taged in establishing a beachhead, be- may add to his force two new heroes

D RAGON 63 (these counters must be made for the ates a non-killed or non-wounded hero, jan Wall at the beginning of any Greek scenario): Protesilaus (7-7-6, Class III) his opponent receives victory points movement phase. The Trojans win by and Palamedes (7-7-6, Class II). The equal to the attack strength (unmodified earning more victory points than the Greeks have no Chariots. by hero class) of the evacuated hero. Greeks. Gods Intervention Chits: six for each F: No Greek unit may, for any reason, player. leave a Greek ship hex until a Greek Special rule Set-up: The Greeks set up first (see Class III hero does so first. No Greek A: There is no Greek Sea Wall. Special Rule A below). The Trojans set Class III hero may leave a hex unless he up on, or in any non-ship hex in front of, makes a special “courage roll” with one VARIANT SCENARIO #3 the Greek Sea Wall. die. The “courage roll” result must be “Troilus Must Die” First Move: Trojans equal to or greater than the given number After a period of stalemate, the Greeks Game Length: eight Game-Turns. for each of these heroes: Odysseus 6, receive a prophecy that Troy is not des- Victory: The Trojans win if they de- Agamemnon 5, ldomeneus 5, Ajax 4, tined to fall should the Trojan prince stroy at least three Greek ships, or if they Ajax the Lesser 4, Diomedes 4, Achilles Troilus live to reach the age of twenty. earn more victory points than the Greeks. 4, Protesilaus 3. The Greeks lure the Trojan army out to The Greeks win if they prevent the burn- In the Greek movement phase, up to fight and make every effort to slay Troi- ing of three ships, and earn more victory two normal Class III heroes may attempt lus. The Trojan hero Aeneas, meanwhile, points than the Trojans. Any other result to leave their ship hex by first making is absent, having quarreled with King is a draw. their “courage roll.” For a Greek Class III Priam of Troy (over a prophecy that Pri- hero to leave a ship hex via advance after am’s family will be destroyed and Ae- Special rules combat, he must first make his “courage neas will be king of the Trojans). A: Initially, the Greek player deploys roll.” Immediately after any Greek Class Trojan Army: Hector, Agenor, Paris, one Greek hero per Greek ship hex. III hero has left his ship hex by move- Polydamas and Troilus (7-7-6, Class II). B: At the beginning of each Greek ment or advance after combat, all other All Class I heroes. Six replacements. player turn the player may, at his option, Greek heroes may exit ship hexes freely. Additionally draw ten more Trojan he- deploy additional heroes from his off- G: The first Greek hero (this will be a roes at random from the off-the-board the-board supply up to, but not surpas- Class III hero) to move or advance from Class Il and III heroes. Ten Chariots. sing, one hero per each non-destroyed, his ship hex has his defense strength Greek Army: Deploy all non-*, non- non-enemy-occupied ship hex. The nor- reduced to half (rounded down) for the Replacement heroes, except for ten mal stacking rules are in effect. Replace- remainder of the scenario. This hero which are drawn at random (to represent ments enter normally. may not be evacuated before he is slain, Greeks away on raids). Also deploy C: No Greek hero may move out of a nor may he be assisted in any way by Achilles and Palamedes (6-7-6, Class II). ship hex into a Trojan primary zone of God Intervention. Ten Chariots. control. Any Greek hero may advance Gods Intervention Chits: six for each after combat into a Trojan primary zone VARIANT SCENARIO #2 player. of control. “The Walls of Troy” Set-up: Trojans on or behind the Tro- D: There is no Greek Sea Wall in this After securing the beach, the Greek jan Wall. Greeks on or behind the Greek scenario. Trojan Replacements enter the army attempts to take the city of Troy by Sea Wall. map oh the row of hexes which demar- storm. First Move: Trojans. cates the Greek Sea Wall, and all wound- Trojan Army: The same as Variant Game Length: eight Game-Turns. ed, slain and other (see E below) heroes Scenario #1, except Cycnus is absent. Victory: The Greeks win by slaying are evacuated through this area. The Greek Army: The same as Variant Troilus or earning twice as many victory hexes beyond the Greek Sea Wall are not Scenario #1, except Protesilaus is absent. points as the Trojans. The Trojans win playable in this scenario. Greek units are Gods Intervention Chits: Six for each by maintaining Troilus outside the Tro- evacuated on any non-destroyed ship player. jan Wall for six consecutive turns and by hex. Set-up: Trojans on or behind the Tro- avoiding the Greek victory conditions. E: In this scenario, non-killed and non- jan Wall. The Greeks deploy within six The Aggressiveness rule (14.3) is used. wounded heroes may be evacuated to hexes of the Trojan Wall. protect them from further harm. Such First Move: Greeks. Special rules evacuated heroes may be replaced, but Game Length: six Game-Turns. A: There is no Greek Sea Wall. they may not re-enter the map after eva- Victory: The Greeks win if they have B: No God Intervention chits may be cuation. Additionally, if a player evacu- six normal Greek heroes behind the Tro- used to assist Troilus. 20% OFF Educators! Clergymen! Psychologists! ALL YOUR We want a piece of your mind!

GAMING NEEDS TSR Hobbies, Inc., wants the opinions of professionals who work with people about role-playing games, particularly the D&D® and ADVANCED D&D® TSR™ games, Ral Partha, games, and their effects on those who play them. SPI, and others. If you’re a teacher or a church leader, have you tried to use ideas from For free catalog, role-playing games in classes, lectures or sermons? As a psychologist or psy- chiatrist, have you found role-playing useful in therapy or counseling? Have you send stamp to: discovered benefits or uses of role-playing that you’d like to share? Send letters to the Marketing Department, TSR Hobbies, Inc., P.O. Box 756, PHANTASMAL FORCE Lake Geneva WI 53147. All comments should be signed, although the identity of P.O. Box D26974 a respondent will be kept confidential if so desired. Please indicate your profes- St. Louis MO 63118 sion and your degree of involvement in role-playing games.

64 APRIL 1982 VARIANT SCENARIO #4 Victory: The player with the most vic- non-Replacement hero is slain, one of “The Rising Tide” tory points wins. the following new heroes (for which new The Trojan alliance grows stronger, counters should be made) takes his place until the Greek policy of dividing their Special rules in the next scenario of the campaign. A army for raiding farther and farther A: At various times different leaders new hero may only substitute for a slain abroad places those Greeks at Troy in commanded the overseas raids. To de- hero of the same class. even greater danger. Moreover, Achilles termine which leader is absent in this Trojans: Archilochus (6-6-6, Class II); has lately launched an attack upon the scenario, roll a die. On a result of 1-3, Asius (6-6-6, Class II); Hippothous (6-6- neutral hero, Aeneas, inciting him to re- Achilles is absent; 4-5, Ajax is absent; 6, 6, Class II); Odius (5-5-6, Class II); Pei- enter the war against the Greeks. The Odysseus is absent. rous (5-5-6, Class II); Pyraechemes (7-6- Trojans decide that with part of the B: There is no Greek Sea Wall. 6, Class II); Acamas (6-6-6, Class II); Greek army away on a piratical raid, they Phorcys (6-6-6, Class II). are strong enough to defeat those who THE CAMPAIGN GAME Greeks: Amphimachus (6-6-6, Class remain behind, and destroy the ships at These variant scenarios may be incor- II); Arcesilaus (6-6-6, Class II); Ascala- anchor. porated into the campaign game of The phus (6-5-6, Class II); Diores (5-5-6, Trojan Army: Hector, Aeneas, Agenor, Trojan War. The standard campaign Class I); Elephenor (5-5-6, Class I); Ma- Paris, Polydamas, plus all non-*, non- game rules (16.0) are in effect, as are chaon (5-4-6, Class I); Medon (6-5-6, Replacement heroes, excepting seven these additional special rules: Class II); Prothoenor (5-5-6, Class II); which are drawn out at random and not 1) If Troilus is killed in Variant Scena- Schedius (6-6-6, Class II); Tlepolemus used in this scenario. Fifteen Chariots. rio #2, the special rules affecting Troilus (7-7-6, Class II). Greek Army: Palamedes (6-7-6, Class in Variant Scenario #3 are suspended. If 4) The later battles of the war have II), all non-* Class Ill heroes. All non-*, Troilus survives Scenario #3, he dies of much to do with Achilles. If it happens non-Replacement Class I and II heroes, natural causes (since if we let him live that Achilles is slain in any of the four excepting fifteen drawn out at random. there is no reason to continue the cam- early scenarios of this variant, obviously Achilles is present, unless he is leading paign game; Troy cannot fall). some other Greek leader must feud with the foreign raid (see Special Rule A 2) The Greek prince Palamedes was Agamemnon (and at whose behest Zeus below). falsely accused of treason by his rival, punishes the Greeks). Moreover, if Achil- God Intervention Chits: six for each Odysseus, and put to death. Hence, un- les is dead, scenario 15.4 is not used. player. less Odysseus is slain before the end of The leader who feuds with Agamem- Set-up: Trojans on or behind the line Scenario #4, Palamedes dies. non in place of Achilles is the Class III of hexes from T to T’. Greeks on or be- 3) Because a longer campaign game hero Patroclus. If Patroclus is used in hind the Greek Sea Wall. will mean more heroes are eliminated this manner and survives through scena- First Move: Trojans. due to battle casualties, it is fair to have rio 15.3, he may appear in subsequent Game Length: eight Game-Turns. good substitutes on hand. When a non-*, scenarios until eliminated by combat.

DRAGON 65 FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: -3 The pooka is an invisible Celtic spirit don’t get many kangaroos in here”/“And MOVE: 9” when corporeal, 36” when not of a dipsomaniac nature who appears, at these prices you won’t get any more!” HIT DICE: 100+ (estimate) when it wishes to appear before mortal joke. % IN LAIR: Nil eyes, in the form of a white rabbit at least Because the pooka shows itself to only TREASURE TYPE: Nil six feet tall and dressed in impeccably one person at a time (never to a group), NUMBER OF ATTACKS: 0 tailored human clothes. and then only to one of good alignment DAMAGE/ATTACK: Nil Although this rabbit-shape is the ap- with charisma of 16 or higher—and then SPECIAL ATTACKS: See below parition of choice, pookas have also only when the person is at least three SPECIAL DEFENSES: See below been reported in the form of shaggy and drinks drunk — the pooka’s existence is MAGIC RESISTANCE: See below disreputable-looking Shetland ponies often discounted as an hallucination, di- INTELLIGENCE: Supra-genius, though (with or without burrs in their coats); as agnosed as some wild variety of delirium not known to apply themselves drunken Irish elk; and as derby-hatted tremens. ALIGNMENT: Chaotic good and cigar-smoking mice and/or guinea An offended pooka will vanish away if SIZE: S, M, or L, according to whim pigs. It was a somewhat theatrical pooka met with the caution and (deserved) pa- (Medium size predominates) of the Jazz Age who gave rise to drunken ranoia most adventurers greet new ex- PSIONIC ABILITY: Nil stories about “pink elephants.” Another periences with. When met with an open Attack/Defense Modes: Nil pooka was the source of the old “We air of unsurprised acceptance — a gen-

66 APRIL 1982 tlemanly introduction, a “How do you tricks as to help. Barber and Riches’ Dic- box. This is the most recent incident of do?” and a handshake, an invitation to tionary of Fabulous Beasts describes “a pooka visitation this author has come have a drink —the pooka can become a wild and shaggy colt hung with chains across. drinking buddy and helpmate with no which haunted wild places, and misled It is believed that Shakespeare knew small amount of power. benighted travelers.” That book also re- the pooka that used to hang out in the Pookas have the ability to stop time. ports variations on the name, among Mermaid Tavern, and combined some of Putting it more precisely, the pooka can them phooka, and in Wales, pwca. the habits of this “merry wanderer of the step outside of our time sequence, go Pookas have not vanished from the night” — such as lover’s pranks and time wherever it wants for as long as it wants, modern world; they still show up from warping (“I’ll put a girdle round about and then return to where it started from time to time, in cheerful defiance of log- the earth/In forty minutes”) —with those without one minute of “real” time elaps- ic. A woman in my own practice, a Ms. of the English household spirit, Robing ing. As put by Mr. Elwood P. Dowd, N — (who has given permission for her Goodfellow, for his Midsummer Night’s whose adventures with a six-foot, one- story to be told here), was once visited Dream. This confusion may have arisen and-a-half-inch invisible rabbit form the by a pooka in the form of a small (11 from the fact that the small European basis of Mary Coyle Chase’s Pulitzer inches high, or 1 foot, 2 inches with hat) household dragons who brought trea- Prize-winning play, Harvey: “...Einstein bipedal guinea pig. Ms. N—was then a sure to their landlords were also called has overcome time and space. Harvey resident in a lonely hotel in a strange puks. Or maybe Shakespeare was al- (the pooka) has overcome not only time town, and had returned to her room one ready in his cups when he was first intro- and space — but any objections.” night after work and dinner to have an duced and never quite caught the name. Half of all pookas encountered are evening whiskey. As she sat “with a able to take a friend along on these time- slight bun on” there was a brisk knock on BlBLlOGRAPHY stopping jaunts. This is not the game- the door. In came the aforementioned Barber, Richard, and Riches, Anne, A wrecking power it might at first seem to guinea pig, carrying two small but bulg- Dictionary of Fabulous Beasts, Walker be. No pooka, for instance, will walk an ing suitcases, wearing a derby hat and and Company, New York, 1971. adventurer through a dungeon “ahead of sporting an Alhambra Manila Blunt ci- Chase, Mary Coyle, Harvey, contained time” in unfair safety; the pooka would gar. “Hiya, kid,” it said, and ensconced in the anthology Comedy Tonight! edit- feel its friendship was being taken ad- itself on the bed for a period of two ed by Mary Sherwin, Doubleday and Co., vantage of and vanish away, leaving the weeks. Its nights were spent regaling Ms. 1977, copyright 1972 by Mary Chase, opportunist stranded in the middle of N — with stories of ribald adventure, acting rights through author’s agent, Ha- some horrible danger. while its days were spent organizing a rold Freedman, Brandt & Brandt Dramat- Pookas offer little or no help in trea- running crap game, conducting liaisons ic Dept.; amateur rights controlled by sure seeking or dungeon exploration. with at least three chambermaids, and Dramatist’s Play Service, New York. They seldom show themselves to fight- running down to the lobby for more Shapespeare, William, A Midsummer ers, and they can be even more frustrat- quarters to put in the “Magic Fingers” Night’s Dream. ing to magic-users and clerics, for they seem impervious to magic spells and magic weapons, and shed attempts to control them like water off a duck’s back. It is supposed that the pooka uses its time-stopping ability to free itself from our time limitations before a spell or a blow even has time to hang itself in the air, thus “dodging” or “outrunning” any attack. None of this is to imply that a pooka is of little use to any mortal except as a drinking companion. The pooka consid- ers itself a lover, not a fighter, and this outlook puts its caprices at the service of good-willed, fun-seeking adventurers. Pookas, full of song and poetry when in their cups, love to assist mortals in the conduct of a love affair (or affairs). They will “stop the clock” so that a friend might slip away from a boring time for a quick romp (or a quick drink) and then slip back again without being suspected. They are useful when slipping into a bedchamber without being detected by father, wife or husband; they are invalu- able when rescuing a harem. A certain renowned beauty, being of a nature both generous and lusty, had three different suitors living in three dif- ferent towns. With the aid of her friendly pooka, this lady married all three men and to this day keeps them all content while she, having her cake and eating it too, remains youthful and ecstatic, if a bit tuckered. Some pookas are as prone to play D RAGON 67 Reviews by Bill Fawcett

Photographs by Kathy O’Donnell

RAL PARTHA Golden dragon Prop: 8 Det: 7 Anim: 9 Tech: 7 Dragons are traditionally a “showcase” item for miniatures companies, and this one rates highly among the dozens of CASTLE CREATIONS dragons sculpted and cast each year. It offers a strong illusion of movement and a great amount of detail.

Red dragon GRENADIER MODELS Prop: 7 Det: 6 Anim: 6 Tech: 5

Dragon Prop: 5 Det: 5 Anim: 7 Tech: 5 Lizard Men Prop: 6 Det: 6 Anim: 6 Tech: 6 With and with- This is one of a pair of lizard-man fig- out wings, these ures offered in one package as part of figures would be Grenadier’s line of official AD&D™ mon- good additions to ster sculptures. Like all products in this a collection. The line, they conform very closely to the face and scales of description of the creature in the Mon- each dragon are ster Manual. well detailed.

68 APRIL 1982 HERITAGE Prop: 6 Det: 6-7 Anim: 7 Tech: 7 Elementals This quartet of figures is one of the better treatments of elementals currently available. Especially impressive are the water (second from left) and fire (far right) creatures, because of the excellent sculpting of their basic elements. As might be expected, these figures paint up beautifully.

GRENADIER MODELS

Orcs Prop: 5 Det: 6 Anim: 7 Tech: 6 Everybody’s favorite enemy comes packaged in small sets of four figures as well as a boxed set containing more than 10 different poses, A shaman Dwarf King Prop: 7 Det: 7 Anim: 7 Tech: 7 (left) is included in the boxed set. This set of dwarven royalty from Heritage includes a beardless queen (top right) and a standard bearer (bottom right). All figures in the set are posed well for use in battle situations.

OFF THE TRACK

1/285 scale buildings Each of the two sets of these structures, one in- cluding some sculptures of partly destroyed build- ings, are priced at about $10. They are made of a plaster-Iike (but stronger) material and need to be sealed before painting.

DRAGON 69

1&2: To find how far an object will fall in a given period of time, use the formula d = 16t2, where d = distance in feet and t = time in seconds. In the AD&D™ rules, a uiz Questions fly spell takes 3 segments, or 18 seconds, to complete. So, Malrob would fall 5,184 feet before his spell takes effect, and he Q doesn’t have that much room to spare. begin on No more Malrob, right? Well, yes, but . . . because of air resistance Malrob will not accelerate constantly and continually. page 33 Terminal velocity for a falling body is Answers about 125 miles per hour, or 180 feet per second. It takes a distance of 500 feet and a time of 5.6 seconds to reach this monoxide, which is not an explosive gas. great deal of popping and cracking. This velocity. Therefore, after falling 500 feet Birds are much more susceptible to CO will almost always give enough warning Malrob will drop at 180 feet per second than people, so an old miner would know to beat a hasty retreat. for 12.4 more seconds. Malrob will fall a enough to beat a hasty retreat when his total of 2,732 feet: the first 500 feet plus canary keeled over. That works for CO 13: According to the Guinness Book (12.4 x 180), or 2,232, more. and other “tame” gases, but not for of World Records, the official distance This leaves 268 feet to spare of the gases such as methane. A canary will record for a long jump by a horse and original 2,500-foot height, and it appears know there’s too much methane in the rider is just over 27 feet, so the horse that Malrob is saved — but there is one air when the players do: when it explodes. would have to be pretty great to even other fact to consider. Malrob is still have a shot at it. A paladin’s mount moving downward at 180 ft/sec and re- 6: The DM is half right. Water pressure would have the best chance, but those sembles a plane pulling out of a steep increases with depth. Water weighs about steeds are generally intelligent and prob- dive. A character using a fly spell has a 60 pounds per cubic foot, so at 1,000 feet ably would not try such a stupid stunt. Be movement rate of 12”, which should be of depth the pressure is 60,000 pounds sure to take into account extra weight, halved if the flier is ascending (or at- such as plate armor or gold, that is being tempting to). If the DM gives Malrob the per square foot. A normal-sized (3’ x 6’) door will have over l,000,000 pounds of carried. benefit of every doubt, by not halving his pressure on it, which means the fighters movement rate and by interpreting it as a don’t have a chance. The magic-user 14: A 12” x 6” x 6” chest contains 432 rate of 120 yards (outdoor scale) per might survive, though, if he can avoid cubic inches. Stacked coins fill about round, the maximum acceleration out of 75% of this space, or 324 cubic inches. his dive is 360ft/turn, which works out to being crushed by the rush of water. The 2 Guinness Book of World Records says Gold weighs 1,200 pounds per cubic .6 ft/sec . With this pitiful acceleration, that divers have worked as deep as 1,400 foot, so the coins alone weigh 225 there is no way Malrob is going to pull pounds. The thief will have to leave some out of his dive. He will strike the ground feet (“free swimming for short intervals”). Whether a water breathing spell will pro- gold behind. less than two seconds after he starts to vide protection from “the bends” is a yell, “Fly!” matter of rules interpretation. 15: A man uses about 1 cubic yard, or 25 cubic feet, of air each hour under 3: There may be several things wrong normal conditions. The room is 1,000 with the players’ plan depending on oth- 7: An average rock weighs about 150 pounds per cubic foot. A round rock 2 cubic feet in volume, containing enough er circumstances, but the most glaring air for 40 hours of normal breathing. Af- mistake, and one almost always over- feet across has a volume of a little more than 4 cubic feet (V=4/3 pir3). This rock ter this much time, the oxygen is deplet- looked, is the fact that a fire in an en- ed to the point where the character is closed area is very dangerous. In addi- weighs over 600 pounds, and Ragnor will soon be wearing a girdle. unconscious. The character would re- tion to the danger of their characters be- main unconscious for as much as anoth- ing burned by their own fire, the players er 40 hours, depending on his constitu- have forgotten two other things. The first 8 & 9: A manila rope ½” in diameter tion. Therefore, after 48 hours the char- is that a fire will rapidly deplete the oxy- and 50’ long weighs less than 4 pounds acter will be unconscious but definitely and will hold more than 2,500 pounds gen in the cavern or dungeon, making alive. Physical activity, even of a mild before breaking. breathing difficult. The second is that sort, can increase oxygen intake up to 12 any fire produces carbon monoxide times over the normal rate. (CO), a highly poisonous gas. On the 10: A roof that has caved in is actually surface, in the open air, CO is unimpor- safer than one that has not, in many 16: The world’s record in the javelin is tant; underground, CO will almost cer- cases. This is because loose rock has “only” 317 feet, 4 inches, so Olaf’s spear tainty kill every orc there, as well as all of already fallen away, and also because will very likely fall short even if he has a the characters. Carbon monoxide is odor- the roof tends to form a natural arch strength of 18, because he can’t take a less, colorless and tasteless. when it caves in. running start like a javelin thrower.

4: The players should run, not walk, to 11: The dwarf is probably an old min- 17: The world’s record for treading the nearest exit, for they are entering an er; as are most dwarves. Rock that is water is a little more than 72 hours; this is area containing methane, an explosive loose and ready to fall will sound hollow only a bit more than 12 rolls’ worth of gas. Methane is odorless, colorless and when struck sharply and will also vibrate time, and what are the chances of a ship tasteless. The only way to detect it is by slightly. This is not easy to detect, so coming near enough for crew members its blue flame, such as in a gas stove. only give this ability to a character who to spot Olaf in the water? One in 20? One has had experience in mines. in 100? One in 1,000? Go ahead and give 5: In this case, a little knowledge may Olaf a “lucky” 13th roll anyway, and be be a dangerous thing. Canaries have 12: Once again, the dwarf is correct. sure to mention what a nice guy you are been used in the past to detect carbon Wooden posts will not fail without a just before that last roll.

DRAGON 71 by John Lees On the other hand, if I say, “I believe fun, so let’s have a go at defining a God is a cruel and just god,” you’re up a framework for belief systems in the There is nothing confusing about the creek if you don’t agree with me. You AD&D™ game. Our major goal is twofold: purpose of character alignment in the can’t even find a roomful of people (ex- Make character alignment clearer and ADVANCED D&D® game: to motivate cept possibly in a church) who all have more usable, and don’t make any sub- and guide the actions of a character. But the same definition of “god.” You can’t stantial changes in the AD&D system. problems occur when a player tries to show me a picture of a god in a cata- First off, let’s define a few terms (oth- actually use the alignment of a character logue. Even if you show me the DEITIES erwise, you won’t believe this is a philo- to help determine the character’s ac- & DEMIGODS™ book and I point to a god sophical discussion). Three of the slip- tions. “Hmmm. Zarko is of alignment x; description and say, “There. I believe in periest terms around are morality, ethics, so what the heck does that mean in this that one,” you cannot be certain that and laws, followed closely on the slip- situation?” The terse paragraphs in the what I think in my mind about that god is periness scale by good and evil. Players Handbook and the slightly longer what you think in your mind about that An ethic is a set of general-purpose explanations in the Dungeon Masters god. And discussing what a third person guidelines intended to help you decide Guide describe nine distinctly different “really believes” is pure folly. A belief is how to act in a wide range of situations. alignments in broad terms, but overall not an object in the world of sensory Some familiar ethics are the physician’s offer few details which players and their perception. (Beliefs include ideas, feel- Hippocratic Oath, the Golden Rule, and characters can apply directly in situa- ings, and emotions; all those fun things the Ten Commandments. Ethics are us- tions where alignment should, or could, that make bull sessions tend to be full of ually very short on particular details and determine a character’s course of action. bull.) require some interpretation on the part Axiology, the study of moral and ethi- A belief system is difficult to formalize. of the person trying to follow the ethic. cal philosophy, is a complicated and Even more difficult is the task of convinc- Hence the need for priests, clerics, confusing pursuit even in the real world. ing someone else of the truth and validity judges and the like, to smooth the way Moral philosophy is particularly slippery, of your belief system. A belief system for people who don’t have time to dwell because the subject matter concerns be- cannot be objectively challenged. If I overlong on such problems. liefs, which don’t “exist” in the same way firmly believe that the world is carried on An ethic is a guide to right action, but it that trees or chairs exist. If I say, “I be- the back of a giant snail and is being is not an explanation of why those ac- lieve that thing there is a chair,” you can slowly buried in metaphysical slime, tions are right. The Golden Rule, “Do attempt to convince me that it is really there really isn’t anything you can do to unto others as you would have them do only a packing crate by asking the opin- change my mind, short of running me unto you,” is a prescription for how to ions of other people, showing me a pic- through with a sword. (Note: Philoso- act, but says nothing about why you ture of a chair in a catalogue, and so phers frown on such crass forms of should act in such a way. Philosophers forth. The chair is an object in the world discourse.) have devoted thousands of pages of ar- of sensory perception, and can be objec- Any time you deal with systems of be- gument to attempting to prove that a tively, straightforwardly discussed by lief, you are treading on treacherous prescription as simple as the Golden many people. ground. But treacherous ground can be Rule is the best guide to right action.

72 APRIL 1982 A morality is a belief system that leads particular morality be good or evil. A cient for real life. This article is trying to to the formation of a particular ethic, or “moral person” is not a “good person” in give you a better feel for how to play the tries to justify an existing ethic. To a any universally absolute sense. You can game, not how to live your life! large extent, the Bible is an attempt to have a room full of people such that each A character of lawful alignment puts explain the belief system that gives rise person believes him or herself to be great importance on order and rules, and to Christian ethics such as the Ten good and everyone else to be evil. is usually a member in good standing of Commandments. Much of the past three So what does all this have to do with some group. (This group may not be thousand years of philosophy has been character alignment? Quite a lot. The very large: a band of adventurers or a devoted, without success, to attempting good-neutral-evil continuum is essential- thieves’ guild.) To the lawful character, to find or create some form of universal ly a moral one, and determines what kind the group is more important than the in- morality that is obviously implied by the of ethic will guide a character’s actions. dividual and the decisions of the group physical structure of the universe, or at You can think of this as motivation, if you take precedence over individual desires. least one a reasonable person could be wish. A lawful character will actively advocate convinced of the existence of, purely There is a very general overriding law and order and will attempt to con- through intellectual argument. moral structure to the AD&D universe. vince other characters to follow the ten- A law is not a moral statement, be- As stated in the Dungeon Masters Guide, ets of the group. A lawful character is a cause a law does not provide reason or a character of good alignment will gen- good follower. justification for itself. A law is not neces- erally uphold another character’s right The character aligned neutrally with sarily an ethical statement, because there to life, liberty, and the pursuit of happi- respect to law and chaos might be more may be no formal reason or justification ness; an evil character doesn’t believe properly called “independent” rather for the law. Often, laws are an attempt to that other characters have rights; and a than “neutral.” The independent, or spell out an ethic to a ridiculous, bu- character of neutral alignment (with re- “inner directed,” character may observe reaucratic extreme. As such, laws often spect to good and evil) doesn’t become laws when necessary, but will certainly maintain only a tenuous connection with involved with such considerations. Once not be an advocate of the desires of any the inspiring moral system (especially your group has decided in what kind of particular group. (This is not to say that since the lawmakers may not all agree world it is adventuring, the DM should the independent character cannot be an with that moral system), and laws have decide on the prevailing moralities or re- advocate of the teachings of a particular little of the flexibility that allow more ligions. Keep firmly in mind that good- morality; but if so, it is because the char- generally stated ethics to remain viable neutral-evil alignment will mean slightly acter believes strongly in the morality, for centuries. different things, depending on which be- not because the morality has the support Laws derived from no obvious moral- liefs or gods a character follows. The of some group.) Although the indepen- ity and not part of a consistent ethic are DEITIES & DEMIGODS Cyclopedia can dent character will join a group in order to often perceived to be senseless and stu- be of considerable help here. achieve a particular end, he or she will pid, and are rather difficult to enforce. The lawful-neutral-chaotic continuum always attempt to avoid situations which Often the situation degenerates to “might is slightly more complicated. A charac- place constraints on her freedom of ac- makes right”; the state versus the indi- ter’s place on this continuum determines tion. The independent character does vidual. Experiments through the centur- how he or she interacts with other char- not make a very reliable follower. ies with various legal systems have acters, how readily he or she forms al- The chaotic character does not pay shown that laws are a royal pain to ev- liances, joins groups, obeys laws, and attention to laws and does not desire eryone except lawyers and judges. respects order — in contrast to the good- order. A chaotic character will not join a The terms ethics, morality and law are neutral-evil continuum determining a group (agree to abide by the rules of the neutral in connotation. Our culture tends character’s motivations and reasons for group), but may possibly be found in a to link all three terms with “good,” but acting. A character’s lawful-neutral-cha- group if the group just happens to be there is no basis for this. A high priest otic alignment comes close to what is going in the same direction, or if a group who rips out the hearts of animals and commonly meant by personality. is necessary to achieving some very lim- offers them as tributes to his deity is just The rules of the AD&D game concern- ited end. Example: If a chaotic charac- as moral, ethical, and lawful as a South- ing character alignment are an attempt ter needs to travel through a dangerous ern Baptist minister leading a revival. A to formalize something that has defied forest, and a group of armed adventurers morality cannot be inherently “good” or formalization through centuries of stud- also needs to travel through the forest, “evil,” since it is the morality itself that ies in moral philosophy. This is a good the chaotic character will likely go along defines good and evil. Only from the place to reiterate that the AD&D game is with the group (if the group will tolerate viewpoint of. some other morality can a a game, and its rules are quite insuffi- him or her), but that does not mean the

D RAGON 73 chaotic character has “joined” the group interest before all else. Will only cooper- real person. There will be lapses in be- in the same sense that a lawful fighter ate when material rewards are high. Un- havior that might be more proper of a joins the group. In such a group, the trustworthy; has contempt or fear for all different alignment, ill-considered ac- chaotic character will be an obvious mis- others. tions in the heat of emotion, actions in- fit. The chaotic character makes a lousy Chaotic good: Unwilling to be gov- fluenced by some very charismatic char- follower. erned by the laws and desires of any acter of a different alignment, etc. But if Once again it must be stressed that group. Interacts with other characters there occur many and frequent devia- law and order have no direct correlation on a one-to-one basis and, within such tions from actions appropriate to a char- with good and evil. A thoroughly rotten, bounds, follows the good ethic of up- acter’s stated alignment, the DM will nasty, evil character can still be a loyal, holding creature rights. The stereotypi- probably (and properly) declare the obedient member of a group. A champ- cal chaotic good character is the white character’s alignment to have changed. ion of creature rights and all that is good knight who refuses to join any group and It is an unstated assumption that most may not get along with anyone and may goes about on his own, doing good. characters act in their own self-interest actively avoid group membership. Chaotic neutral: The almost totally to some degree; i.e., are not suicidal. A Now let’s go through the nine align- unpredictable non-conformist loner. Will lawful good character may sacrifice one- ment combinations and show how this stand by and watch the white knight bat- self for the greater good, but will not do approach at defining them makes them tle the black knight without feeling com- so lightly. A chaotic character will coop- clearer: pelled to take sides. erate enough to aid that individual’s Lawful good: Respects law and order Chaotic evil: Actively opposes law, goals and protect his or her own hide. and is willing to suffer limitations on in- order, good, and all other sissy con- The Character Alignment Graph in the dividual freedom for the benefit of the straints on doing whatever he or she Players Handbook continues to make group. Puts moral principles before ma- feels like doing. The stereotypical chao- sense with these clarified definitions. It terial considerations. The lawful good tic evil character is the black knight, is even easier to understand how a lawful character will be a very faithful member roaming around on his own, looking for evil character tends toward the diabolic, of the group, but if the laws of the group something nasty to do. a chaotic evil character toward the de- clash with the ethics dictated by his or Of course, there are gradations be- monaic, a lawful good character toward her moral alignment, the character will tween alignments. Few characters are the saintly, and a chaotic good character probably leave that group and look for a likely to be pure: A character of predom- toward the beatific. Also, the outer planes group more closely aligned with his or inantly neutral moral alignment may lean continue to bear a meaningful relation to her ethics. The lawful good character is toward good, for instance. Also, charac- character alignment. This slightly differ- an active advocate of his or her beliefs. ter alignment is not an absolute prescrip- ent approach to alignments clarifies the Lawful neutral: Respects the laws and tion for the actions of a character, any distinctions between them while not sig- customs of the group, but does not ne- more than “being a good Christian” nificantly changing the way in which the cessarily consider creature rights to be completely describes the actions of a AD&D game is played. the highest good. Because the lawful neutral character is not too concerned with questions of morality, he or she will be a more faithful group member and a more loyal follower of his or her align- ment than any differently aligned char- acter. The lawful neutral character is an advocate of law and order. Lawful evil: Respects the laws of the group, as long as those laws do not clash with his or her evil moral alignment. This is not quite as much of a problem as it is for the lawful good character, since “evil” is not as well defined as “good.” The lawful evil character is an active “advo- cate” of evil, although not in quite the same sense that a lawful good character is an advocate of good. In the AD&D structure, “evil” is most easily defined as “anti-good,” so a lawful evil character’s advocacy of evil takes the form of oppos- ing good at every opportunity. Neutral (independent) good: Often goes along with the laws and desires of the group as being the easiest course of action, but ethical considerations clearly have top priority. May pursue quite ab- stract goals. Often aloof and difficult to understand. Neutral (independent) neutral (true neutral): Not actively for or against any- thing. Uses whatever means are neces- sary to maintain a situation to his or her benefit. Has his or her own reasons for doing everything. Usually difficult to understand. Neutral (independent) evil: Puts self-

74 APRIL 1982 DRAGON 75 Don’t take Spawn of Fashan seriously

Reviewed by

When the editor of this magazine asked me to review The Spawn of Fashan, my first impression was of one more medio- cre rewrite of the D&D® rules. Boy, was I wrong. Spawn is much more than that —and much less. As I read the 96-page rulebook (list price $8.95), my initial boredom was gradually replaced by confusion, amaze- ment, and finally delight. At first glance, the rules seem badly organized and poor- ly written. The opening sections are de- luged with pages of ill-defined jargon and numerous confusing references to tables apparently placed elsewhere. By the time I reached the rules quagmire entitled “Combat,” I could only wonder in amazement that any set of rules could be this bad. Then the light started to dawn. Plow- math! players. you probably don’t have to roll on the ing through the monstrous Tables and Women should note the introduction, mental illness table, the phobia table, or Charts section, I began to grin, and by which states that The Spawn of Fashan the compulsion table. the end of the book, I was laughing is not sexist. But inside we find that Using these tables, I rolled up a near- loudly. strength, constitution and hit point rolls sighted, allergic eunuch who can hear The Spawn of Fashan is a great parody are always halved for the fairer sex, while spirits and tell good food from spoiled, of role-playing rules! The publisher (The charisma is always 150% of normal. but who has an extreme compulsion to Games of Fashan, of Norman, Okla.) After rolling basic statistics comes the dig whenever there’s a chance. This sec- doesn’t miss a trick. All the classic role- really fun part of character generation: tion alone is worth $8.95 as a party game! playing errors are included in this book- the Body Roll Charts. To give your char- Let’s not bother with figuring our char- let. First, Spawn uses the time-hallowed acter that extra individuality lacking in acter’s serious injury tolerance levels, method of. organizing the rules so no- other games, you must roll on the eye- senses in the mountains, and 23 other thing can be found without five minutes sight, smell, hearing, taste and body character traits and go right on to com- of page-flipping. Table of Contents? In- form tables, and maybe even a few more bat, the meat of every role-playing rules dex? Who needs ‘em? The text of Spawn if you fail some saving rolls. These tables system. Once again The Spawn comes is written with the disdain for grammar can give your character some abilities through brilliantly, providing a classic and spelling we’ve come to know and that are rather unusual, especially con- case of rules overkill. In a perfect parody love from other rules and scenarios, sidering this game claims “realism” of many role-playing rules, Spawn has (Samples: “revoltion“ is the state of be- among its assets. Wouldn’t you like to an extremely detailed, “realistic” combat ing revolted; “radiated” takes the place have some of these traits from the sense system —written with absolutely no re- of “radioactive.”) Even the typeface used tables? gard for playability. is hard to read. “Periscoping vision. Character Combat is broken down into individual The rules themselves are just plain can see around corners...” Using swings of weapons, each swipe of which amazing: a nearly impenetrable jungle of eyestalks, maybe? may take a player as many as 14 different modifiers, special cases, tertiary statis- “Microscopic vision.” From the actions to complete. Detail piles upon tics, and references to references. But eyesight table. You can also get detail as the ‘players roll dice, check don’t despair; hidden deep in this jungle microscopic smell and microscop- charts and compare, add and subtract is a treasure of fun for the whole family! ic taste. numbers ad infinitum, while rattling off Let’s start with character generation. “Independent eye movement.” I such marvelous phrases as “reflex hit The basic statistics are much like those wouldn’t have a character without modifier,” “attack number,” “skin/dam- found in the D&D rules, with a few extras it. age ratio,” “basic combat number” and thrown in for good measure. Unfortu- “High sound good hearing.” No, “cling-to-life roll.” Sound like fun? Don’t nately, these are just the basis for several it’s not what you think. This ability ask me; I couldn’t even figure out the dozen other numbers. In the introduc- enables you to hear flying things armor class system! tion, we are informed that characters in more clearly. Most games give you a ready-made most role-playing systems are uniform “Tell what has visited the water.” fantasy world to play in, and Spawn of and suffer from a lack of individuality. To From the sense of taste table. A Fashan is naturally no exception. Here counter this, the Spawn rules invest your neat trick. we have the land of Boosboodle in the character with a wealth of amusing de- “No taste.” Ahem. world of Fashan, a land plagued by the tail. Nobody wants to know this much Then there’s the body form table, dreaded Dumb Name Syndrome. Where about your character, not even you. Just where you have a full 3% chance of being else can you sail up The River Mazoo, look at the character sheet: over 50 sta- a club foot. You could also be a wea- visit the towns of Jugble and Crumbudz, tistics that must be filled in! The Spawn thered individual (?), attuned to insects, and go “North, where Melvin is Standing of Fashan character generation is a game bald, a hunchback, or have acne, among Now.” Hey, that’s on the map, honest! in itself, and would even boggle the other things. Don’t even ask me about Would I lie? minds of veteran Universe and After- enlarged part of the body. Just be glad The monsters are also a million laughs,

76 APRIL 1982 especially their names. Another party plains a lot about how these rules came makes it obvious that both the sarcastic game: try to read the monster list aloud to be the way they are. Most games have referee and the stupid player are just and keep a straight face. Ready? Bartaln, a totally bogus description of a thrilling basically annoyed by the whole episode. Filcornect, Larnex, Bull Makl, Cronalk, adventure filled with action and split- (For those of you still interested in party Transgrusan, Bactrolo, Rolmtrokl, Lor- second decisions as the excited players games, a dramatic reading of this sec- senfolo, Purtorfalm, Arl-Grats — wait, combat the forces of evil. Refreshingly, tion had ‘em rolling on the floor.) I’m just getting started! There are over Spawn doesn’t bother to pretend that The Spawn of Fashan is a gold mine of two dozen monsters listed in the rules, anybody actually has fun while playing humor for the discerning gaming fan, but only seven of them are explained and it. They dare to reveal role-playing for and should be required reading for all described. Maybe that’s for the best... the dreadful chore it can become. The prospective role-playing game design- Like all proper role-playing games, watchword here is boredom, as Bundy ers. I anxiously await the upcoming 1982 Spawn includes an example of play to the thief goes to a general store and tries Games of Fashan releases announced in help the referee and players figure out to buy various items that are out of stock. the back of the book, including such how a game is supposed to go. If the Frustrated, he finally purchases a metal games as Deadlock, City Council, and author of Spawn runs his games like the chest and proceeds to beat the shop- Bunga! Bunga! Bunga! referee in the example, it certainly ex- keeper to death with it. The narration Would I lie?

Circe and the poltergeist is the oft-repeated DDG book, but she would certainly make an (by us) fact that DRAGON™ Magazine is not a interesting NPC encounter all by herself in a “hand” of the TSR “body.” We are part of the campaign that wasn’t using the entire Greek same company as the people who create and mythos. By the authors’ admission, many of produce the official AD&D supplements (like the entries in the DDG book are interpreta- the FIEND FOLIO™ Tome) and accessories tions culled from a number of sources which (like the DEITIES & DEMIGODS™ Cyclope- don’t necessarily agree with one another. Ev- dia), but the preparation and production of idently, Katharine’s sources differed from DRAGON Magazine is independent of the those used by Messrs. Ward and Kuntz. That rest of the company’s operations. To make all doesn’t make her Circe any less authentic. the AD&D™ articles in the magazine conform The poltergeist is sort of a special case. We to what is already set down in the rules would accepted Craig Stenseth’s article more than a defeat its purpose: We publish a lot of var- year ago, many months before our first look at (From page 4) iants, some of which represent drastic devia- the FIEND FOLIO book. The fact that the you that despite its flaws the AD&D game is tions from the official rules. book contained a poltergeist didn’t mean that the best role-playing game ever. Think of “Circe No. 2” and the “type B” Craig’s monster suddenly became unusable. Harvey Fox poltergeist as variants, if that makes them If the name confuses you, simply change it. Montreal, Quebec more palatable. Our version of Circe (written But if you can accept the existence of two by Katharine Kerr) obviously isn’t supposed kinds of poltergeists (and why not?), you The biggest reason for the “duplication” of to be interchangeable with the Circe of the shouldn’t have any problems at all. —KM.

D RAGON 77

D RAGON 79 80 APRIL 1982

Order of play Counter summary Assign sides Victory Roll for Boodle starting valley Cost Hits on points Select forces Type Boodle 1 — 1 Grumjug player deploys force Boodle fighter 4 1-3 1 Boodlewiz 6 1-3 (spell) 1 Boodle turn Boodle Queen 0 — 4 Move Boodle pieces Boodleblaster 4 — 0 Boodle fighters attack Boodlewizes cast spells Grumjug 3 1-3 (fighters) — 1-5 (others) Grumjug turn Grumking 0 — — Grumjug reinforcements arrive Grumbuggy 3 — — Move Grumjug pieces Grumbomb 3 — — Grumjugs attack

Translation Table DRAGON™ version Original version Scenario cost limits Boodle Boodle Scenario Boodle Grumjug Boodle fighter Boodlino number limit limit Boodleblaster Bombastaboodle 35 36 1 Boodle Queen Boodlettah 47 48 2 Grumjug Grumjug 3 59 60 Grumbuggy Grumjig 71 72 4 Grumbomb Grumwomp Grumking Hah-Grumjug