DRAGON 1 Dragon Publishing has a new boss, and Mike moved into the job previously held by DRAGON™ Magazine has a new publisher. Jake Jaquet, who has been hired by Crystal The man at the top is Mike Cook, formerly Publications Incorporated of Crystal Lake, the head of the Education Department at TSR Ill., to serve as the company’s president and Hobbies, Inc. Now, as Executive Vice Presi- the publisher of its forthcoming periodical, dent in charge of the Dragon Publishing div- GAMEPLAY Magazine. ision of TSR, Mike is responsible for making I worked with Jake for three years; as of this big business decisions (the kind editors are writing, I’ve worked with Mike for three weeks. scared of) and overseeing the activities of the I consider both of them friends, and I wish division as a whole. both of them good luck in what they’re doing He also assumes the title of publisher of the — because I think they already have all the magazine, which has traditionally been held skill and talent they need. by the person in charge of the division. Mike won’t be taking a major role in the production of DRAGON Magazine, and there are no plans to change what’s printed between these cov- ers just because the publisher’s name has changed.

ust in case anyone was thinking that there are no more frontiers to be crossed, we offer this issue of DRAGON™ Magazine as proof that the “state of the art” in role-playing (AD&D™ gaming, in par- ticular) is still advancing, and has yet to tax the limits of our writers’ imaginations. SPECIAL ATTRACTION As voluminous as the AD&D rules already are, there are FEDIFENSOR — A scenario for AD&D™ adventuring plenty of ways they can be expanded and embellished. E. Gary on the Astral Plane ...... 37 Gygax, the creator of the AD&D game, makes that point more strongly than ever by revealing dozens of all-new spells for the OTHER FEATURES magic-user class in From the Sorceror’s Scroll. The roster of Spy’s Advice — Answers to TOP SECRET® questions .... 12 new spells is so long that we had to break the presentation into Souping up the spider — Eleven new arachnids ...... 15 two parts, saving the 5th-9th level spells for next time. & Demigods of the WORLD OF ™ — And to expand your gaming consciousness in another direc- Heironeous, Hextor, Iuz, and St. Cuthbert ...... 23 tion, there’s a looong treatise by contributing editor Roger THE ASTRAL PLANE: A special section ...... 27 Moore on what it’s like to adventure on the Astral Plane. The Astral encounters ...... 28 article, annotated by EGG himself, is wrapped around an AD&D Astral traveling ...... 29 scenario called “Fedifensor”— an idea of what an adventure on Encounter checks and the Psychic ...... 30 the Astral Plane. might be like. It’s not a full-fledged “astral Movement & combat ...... 31 module” (the state of the art isn’t quite that advanced yet), but a Magical alterations ...... 32 DM who supplies a hefty dose of imagination, and applies the Cleric spells ...... 32 principles in Roger Moore’s article, can make “Fedifensor” an Druid spells ...... 34 adventure that will test the mettle of even high-level characters. Magic-user spells ...... 34 The prolific Mr. Gygax is also responsible for four other Illusionist spells ...... 44 features that help to fill out this issue’s 80 pages: the first Magical items ...... 44 installment of his descriptions of the deities and demigods of King of the Cats — Fiction by Gillian FitzGerald ...... 50 the WORLD OF GREYHAWK™ Fantasy Setting: another of his Loyal Readers: A letter from EGG to you ...... 61 regular Featured Creatures columns; an essay primarily deal- Poker, chess, and the AD&D™ system — Official words ... 63 ing with what’s “official” and what’s not; and a last-minute addendum to his regular column material, in the form of a REGULAR OFFERINGS return letter to all the readers who’ve sent in their reactions to Out on a Limb — Letters from readers ...... 3 the new character-class proposals published in issue #65. From the Sorceror’s Scroll — Scads of new M-U spells .... 4 After all of the aforementioned articles were shoehorned into Featured Creatures — and their canine comrades ... 10 place, there wasn’t space for too much else — but we did Module design contest rules ...... 47 manage to slip in a set of “Spy’s Advice” questions and answers Dragon’s Augury reviews by TOP SECRET® game author Merle Rasmussen; a brief look The Role of Books — Beginning a new series ...... 67 at some unusual kinds of spiders, adapted for AD&D use by ...... 68 Gregg Chamberlain; the first installment of a new review fea- Convention schedule ...... 70 ture, The Role of Books, by Lew Pulsipher; and a piece of fiction Dragon Mirth ...... 76 by Gillian FitzGerald that offers the best reason we know of for Wormy ...... 77 not letting a black cat cross your path — because that What’s New...... 78 might not be just a cat. . . . — KM DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are registered trademarks owned by TSR Hobbies, Inc. ™ designates other trademarks owned by TSR Hobbies, Inc., unless otherwise indicated.

2 NOVEMBER 1982 Vol. VII, No. 6 November 1982

Publisher: Mike Cook Editor-in-Chief: Editorial staff: Marilyn Favaro Not a hammer Further, the attacks of the Yellow, Orange, Gali Sanchez and Purple Dragons’ breath weapons provide To the editor: hit location specifics that are not part of gen- Business manager: Debbie Chiusano Christopher Townsend’s new proficiency eral AD&D rules. Circulation: Cherie Knull system (DRAGON #65) looks like a well Even though these monsters are not “offi- Office staff: Sharon Walton thought out replacement for the official one. cial,” many readers take DRAGON Magazine Contributing editors: Roger Moore Although the system in the Players Handbook articles as gospel. Inclusion of vague histo- is not really in need of replacement, it is an ries, suppositions, and hit location attack interesting alternative. forms makes the game more difficult to play This issue’s contributing artists: However, I did find an error in Mr. Town- and in fact breaks some of the general rules Jack Crane Bruce Whitefield send’s categorizing of weapons. As anyone that created the game. Marc Hershon who owns the AD&D Dungeon Masters Ad- Lenard Lakofka Jim Holloway Phil Foglio venture Log should know, since it illustrates Chicago, III. Roger Raupp Dave Trampier many lesser-known weapons, a lucern ham- Jerry Eaton mer is not an un-edged bludgeon weapon, but In retrospect, I can appreciate Len’s criti- rather is a spiked, 5’+ long pole arm, and cisms and most of his points of view. In de- DRAGON Magazine (ISSN 0279-6848) is pub- would therefore belong in Mr. Townsend’s fense of what we do (and in defense of the lished monthly for a subscription price of $24 Short Pole Arms category. I can understand author of the maligned article), I must point per year by Dragon Publishing, a division of TSR the mistake, though; I once played in a cam- out that it is neither possible nor desirable for Hobbies, Inc., P.O. Box 110, Lake Geneva WI 53147. paign in which the DM allowed clerics to use all the material in DRAGON™ Magazine to be them, not realizing what they were! of “official” quality. And we’ve made the point DRAGON Magazine is available at hundreds David MacKenzie often enough that the words we print are not of hobby stores and bookstores throughout the United States and Canada, and through a limit- Bethesda, Md. to be taken “as gospel.” In one way or anoth- ed number of overseas outlets. Subscription er, every issue of this magazine is an experi- rates are as follows, with all payments to be We’re human, just like Mr. Townsend, and ment, and a lot of the articles are experimental made in advance: $24 for 12 issues sent to a U.S. we make human-type mistakes. (And we seem and speculative in nature. If you like an idea, or Canadian address; $50 U.S. for 12 issues sent via surface mail or $95 for 12 issues sent via air to keep finding new ways to illustrate that use it and enjoy it. If you don’t, there’ll be mail to any other country. point all the time.) Needless to say, we failed more ideas to choose from next month. — KM to spot the error — and, also needless to say, A limited quantity of certain back issues of DRAGON Magazine can be purchased directly that won’t be our last mistake. . . . — KM from the publisher by sending the cover price plus $1.50 postage and handling for each issue ordered. Payment in advance by check or mo- ney order must accompany all orders. Payments Translation and cannot be made through a credit card, and ‘Common errors’ orders cannot be taken nor merchandise re- design opportunity served by telephone. Neither an individual cus- Dear Editor: tomer nor an institution can be billed for a sub- Is Japanese your first language? Are scription order or back-issue purchase unless DRAGON #65 contained an article on “The prior arrangements are made. Missing Dragons.” I would like to point out a you fluent in English as well? Is Japa- few common errors in this type of article nese history well known to you? Are you The issue of expiration for each subscription which, if they were cleared up, would improve a student of mythology of the Far East? is printed on the mailing label for each sub- ® scriber’s copy of the magazine. Changes of ad- the game and the monster in question. Writers Do you play D&D and AD&D™ games dress for the delivery of subscriptions must be tend to make the monster shrouded in myth. regularly? received at least 30 days prior to the effective They do this by ascribing information to date of the change in order to insure uninter- If you can answer each of the above rupted delivery. sages, bards, long-dead wizards, etc. Frankly, this is just trite. The monsters in the Bestiary, questions in the affirmative, then you All material published in DRAGON Magazine et al, are meant as part of text on the subject of have an unparalleled opportunity with becomes the exclusive property of the publisher monsters. Thus, the monsters’s stats and his- TSR Hobbies, Inc.! We are now seeking upon publication, unless special arrangements to the contrary are made prior to publication. tory should not be vague. [Just say that] The a full-time translator and designer to DRAGON Magazine welcomes unsolicited sub- monster came from some locale, has such work with our line of fantasy role play- missions of written material and artwork; how- and such attacks, etc., and leave out the ever, no responsibility for such submissions can ing games. The position has excellent be assumed by the publisher in any event. Any mystery. pay and benefits plus opportunity for submission which is accompanied by a self- These dragons have very powerful attack advancement based on performance. addressed, stamped envelope of sufficient size forms when one looks at the consequences of Employment location is at the main will be returned to the contributor if it cannot be their breath weapons. Imagine, however, how published. it would be to have a red or a black dragon Corporate offices in Lake Geneva, Wis. DRAGON™ is a trademark for Dragon Publish- breathe in your face. This would be like being Applicants must send a complete re- ing’s monthly adventure playing aid. All rights directly exposed to a flame thrower or a mix- sume with salary history. Be sure to on the contents of this publication are reserved, and nothing may be reproduced from it in whole ture of nitric and sulfuric acids. However, the state how many years you have played or in part without prior permission in writing red and black dragons simply do damage and both the D&D game system and the from the publisher. Copyright © 1982 by TSR do not blind or melt the face of the target. AD&D game system. Indicate familiar- Hobbies, Inc. The point is that the AD&D system is not a ity with other FRP games, please. Sub- Second-class postage paid at Lake Geneva, simulation, it is a game. Certainly we can look mit information to: Wis., and additional mailing offices. at our current knowledge of chemistry and Personnel Dept. biology and know the consequences of sodi- POSTMASTER: Send address changes to TSR Hobbies, Inc. Dragon Publishing, P.O. Box 110, Lake Geneva um chloride fired into someone’s face. We WI 53147. USPS 318-790. ISSN 0279-6848. would also know how to give artificial respira- P.O. Box 756 tion, as is suggested in the article. But alas, Lake Geneva WI 53147 medieval man did not know these things.

D RAGON 3 by segment and then cease. While undead creatures will not cause the spell to function, invisible creatures, as well as those from ©1982 E. Gary Gygax. All rights reserved. other planes who are otherwise alive, will do so. Ethereal or astrally projected creatures will not trigger an alarm. The mate- As with illusionists (see last issue), magic-users also have a rial components of this spell are a tiny bell and a piece of very fair number of new spells which will be delineated in the upcom- fine silver wire. ing ADVANCED DUNGEONS & DRAGONS® Expansion vol- ume. There are currently 62 of these new magicks, divided so as Armor (Conjuration) to allow random discovery/determination. These spells are giv- en hereafter, and they are substantially in the same form as they Level: 1 Components: V, S, M will appear when the book is published. Range: Touch Casting Time: 1 round Duration: Special Saving Throw: None MAGIC-USERS Area of Effect: 1 creature

Number 1st Level Explanation/Description: By means of this spell, the magic- 31 Alarm user creates a magical field of force which serves as if it were 32 Armor leather armor (AC 8). If the spell is cast upon a person already 33 Firewater armored, it has no effect. However, if it is cast upon a creature 34 Grease with an armor class normally higher than 9 (due to its size, 35 Melt speed, skin, etc.) it will benefit the normal armor class by +1, i.e. 36 Mount AC 8 becomes 7,7 becomes 6, and so on. The magic armor spell 37 Precipitation does not slow or hinder movement, adds no weight or encum- 38 Run brance, nor does it prevent spell casting. It lasts until dispelled 39 Taunt or until the wearer sustains cumulative damage totaling greater 40 Wizard Mark than 8 points +1 point per level of the caster. Thus, the wearer might take 8 points from an attack, then several turns later Number 2nd Level 3rd Level 4th Level sustain an additional 1 point of damage. Unless the spell were 25 Bind Cloudburst Dispel Illusion cast by a magic-user of 2nd level or higher, it would be dis- 26 Deeppockets Detect Illusion Evard’s Black pelled. Until it is dispelled, the armor spell allows the wearer full Tentacles benefits of the armor class gained due to the dweomer. 27 Flaming Sphere Item Leomund’s Se- Note: This spell will not function in conjunction with protec- cure Shelter tive magic devices other than a ring of protection. The material 28 Irritation Material Magic Mirror component is a piece of finely cured leather which has been 29 Melf’s Acid Melf’s Minute Otiluke’s Resil- blessed by a cleric. Arrow Meteor ient Sphere 30 Preserve Secret Page Shout Firewater (Alteration) 31 Tasha’s Uncon- Sepia Snake Stoneskin trollable Sigil Level: 1 Components: V, S, M Hideous Range: 1” Casting Time: 1 segment Laughter Duration: 1 round Saving Throw: None 32 Whip Wind Wall Ultravision Area of Effect: 1 pint of water/level

(Editor’s note: The listings and descriptions for new magic- Explanation/Description: By means of this spell, the magic- user spells of levels 5-9 will be published next month, in issue user changes a volume of water to a volatile, inflammable sub- #68 of DRAGON™ Magazine.) stance similar to alcohol. If this substance is exposed to flame, fire, or even a spark, it will burst into flames and burn with a hot SPELL EXPLANATIONS fire. Creatures subject to firewater flame will suffer 2-12 hit points damage. Firewater will evaporate and be useless within 1 Alarm (Evocation) round, even if it is securely contained and sealed, so it must be utilized within 10 segments of its creation. The material com- Level: 1 Components: V, S, M ponents of this spell are a few grains of sugar and a raisin. Range: 1” Casting Time: 1 round Duration: 2-8 turns +1 t./level Saving Throw: None Grease (Evocation) Area of Effect: Up to 20 sq. ft./level Level: 1 Components: V, S, M Explanation/Description: When an alarm spell is cast, the Range: 1” Casting Time: 1 segment magic-user causes a selected area to react to the presence of Duration: Permanent Saving Throw: Special any living creature larger than a normal rat, i.e. anything larger Area of Effect: 1 sq. ft./level than about one-half cubic foot in volume and/or over about 3 pounds in weight. The area of effect can be a portal, a section of Explanation/Description: A grease spell creates an area cov- floor, stairs, etc. As soon as any living creature sets foot upon ered by a slippery substance of a fatty, greasy nature. Any the area, touches it, or otherwise contacts it, the alarm spell will creature stepping upon it will have to save versus petrification evoke a loud ringing which will be clearly heard within a 60’ or slip, skid, and fall. Of course, if a creature is aware of the area, radius. (Reduce the radius by 10’ for interposing doors, by 20’ it can possibly be avoided. The spell can also be used to cause a for substantial interposing walls.) The sound will last for 1 greasy coating on some surface other than that underfoot—a

4 NOVEMBER 1982 course, a caster of sufficiently high level to qualify for a camel (for instance) can choose a “lower level” mount if he or she so desires. Available mounts are these: 1st — 3rd level: mule or light horse 4th — 7th level: draft horse or warhorse 8th — 12th level: camel 13th level & up: elephant (and houda at 18th level) The mount will not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to gain, i.e. a 4th level magic-user can gain a warhorse without saddle and harness or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The material component of the spell is a bit of hair or dung from the type of animal to be conjured.

Precipitation (Alteration)

Level: 1 Components: V, S, M Range: 1”/level Casting Time: 1 segment Duration: 1 segment/level Saving Throw: None (& special) Area of Effect: 3” diam. cylinder up to 72” high

Explanation/Description: When this spell is cast, all water vapor in the atmosphere in the area of effect is precipitated in the form of a light rain. (Note that low-level spell casters will certainly be within the area of effect of the spell.) The rain will continue only for as many segments of time as the spell caster has levels of experience. As only some 1/100th of an inch of precipitation falls during the course of a segment, the spell will have only the following general effects: Thin, light material will become damp in 1 segment and rope, ladder rungs, weapon handle, etc. Lone material objects thoroughly wet thereafter. will always be subject to such a spell use, but if the magic is cast Twigs and heavy material such as canvas will be damp in upon an object being wielded or employed by a creature, a 2 segments and wet thereafter. saving throw versus magic must fail for the grease spell to be Flat, relatively non-porous surfaces, such as stone floors, effective. The material component of the spell is a bit of pork rock, painted wood, etc., will be damp in 1 segment rind, butter, or other greasy material. and filmed with water thereafter. Semi-porous surfaces and materials will become damp Melt (Alteration) on the surface in 2 segments, and thereafter the damp area will progress downward/inward; after 5 Level: 1 Components: V, S, M segments the surface will also be wet. Range: 3” Casting Time: 1 segment Porous surfaces and materials will simply absorb the, rain Duration: 1 round/level Saving Throw: Special to their entire capacity. Area of Effect: 1 cubic yard/level — double if snow Small flames, such as those of candles, will be extinguished by 1 segment of precipitation. Small fires will slow and become Explanation/Description: When a melt spell is cast, the smoky for 1 round after precipitation has ceased. Large fires magic-user effectively raises the temperature in the area of will not be materially affected by the spell. effect. This sudden increase in warmth will melt ice in 1 round, Note that if the temperature is above 90° F., the duration of the so that a 1st level magic-user can melt a cube of solid ice, 1 yard spell will be extended to double normal except in arid regions. on a side, in 1 round after the spell is cast, so that the ice Also, where the temperature ranges between 31° and 33°F., the becomes water. The melt spell is not generally effective against precipitation will fall in the form of sleet. At 30° F. and below, the creatures which are not composed of para-elemental cold or precipitation will fall as rather thick snow, and most of the which employ extreme cold. However, against such monsters dampness/wetness effect will be negated until the snow melts. as white dragons, winter wolves, yeti and the like, a melt spell If magical heat of a large area is applied to precipitation, i.e. a will inflict 2 points of damage per level of the spell caster, or 1 wall of fire, fireball, flame strike, etc., a cloud of warm fog of point per level if the subject creature makes its saving throw double the area of effect of the precipitation will be formed. If versus magic. The material components for a melt spell are a magical cold is applied to the spell or the water which remains few crystals of rock salt and a pinch of soot. thereafter, normal ice will be formed. Very hot creatures such as salamanders will suffer 1 point of damage in every segment Mount (Conjuration/Summoning) during which they are within the area of effect of the spell. Such creatures are entitled to a save versus magic. The material Level: 1 Components: V, S, M component of the spell is a pinch of silver dust. Range: 1” Casting Time: 1 round Duration: 12 turns + 6 turns/level Run (Enchantment) Area of Effect: 1 creature Saving Throw: None Level: 1 Components: V, S, M Explanation/Description: By means of this spell, the caster Range: Touch Casting Time: 1 round calls a normal animal to serve him or her as a mount. The animal Duration: 5-8 hours Saving Throw: None will serve willingly and well, but at the expiration of the spell Area of Effect: Special (humans, demi-humans only) duration it will disappear, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of Explanation/Description: The run spell enables the recipient

D RAGON 5 to run at full speed for from 5-8 hours without tiring. However, creases, and increase length by 50% when diameter is halved. after so running the individual must spend a like number of The commands possible to give under a bind spell are: Coil; hours resting, as well as drinking plenty of liquids and eating Coil & Knot; Loop; Loop & Knot; Tie & Knot; and the reverses of heartily. For every 2 levels of experience of the spell caster, all of the above. The rope or other rope-like object must be another individual can be affected, i.e. at 4th level, 2 individuals within about 1 foot of any object in order for it to respond can be touched and empowered to run; at 6th, three; etc. The properly, so it must usually be thrown or hurled nearby. Any material component of this spell is an elixir made from the juice creature affected by the rope-like object can, of course, interact of dried plums boiled in spring water and the oil of 5-8 beans of with it as if it were a normal object; the dweomer does not cause a spurge (castor) plant. the rope to have magical properties beyond its ability to obey commands. (Cf. Rope of climbing, rope of entanglement.) Taunt (Enchantment) Deeppockets (Alteration/Enchantment) Level: 1 Components: V,S Range: 3” Casting Time: 1 round Level: 2 Components: V, S, M Duration: instantaneous Saving Throw: Neg. Range: Touch Casting Time: 1 turn Area of Effect: 2 levels or hit dice/level Duration: 24 turns + 6 turns/level Area of Effect: 1 garment Saving Throw: None Explanation/Description: A taunt spell enables the caster to jape and jeer effectively with respect to any creature with an Explanation/Description: This spell allows the magic-user to intelligence of 2 or greater. The spell’s dweomer gives the specially prepare a garment so as to hold far more than it magic-user’s words and sounds real meaning to the subject normally could. A finely sewn gown or robe of high-quality creature or creatures. These words and sounds will challenge material (at least 300 gold pieces value) is fashioned so as to the subject(s), be insulting, and in general cause irritation and contain numerous pockets. One dozen is the minimum number. anger. If the subject creature or creatures fail to save versus The deeppockets spell then makes 1 of these pockets able to magic, the taunt spell will cause them to rush forth in fury to do hold 1,000 gold pieces weight (5 cubic feet volume) as if it were battle with the spell caster, and each and every affected crea- only 100 gold pieces weight. Furthermore, there will be no ture so coming will certainly attack the spell caster if physically discernible bulge where the special pocket is. The spell can be capable of doing so, i.e. they will seek to use body weapons and changed to allow 10 pockets each of 100 gold piece weight hand-held weapons rather than attacking from a distance. Only capability (1/2 cubic foot volume each). If a robe or like garment one sort of creature can be affected by a taunt spell. It affects is sewn with 100 or more pockets (1,000 gold piece minimum creatures closest to the spell caster first, regardless of maxi- cost), 100 pockets can be dweomered to contain 10 gold pieces mum range. Thus, if a group of gnolls were being taunted by a weight each, and hold 1/6 cubic foot volume each. If the spell 10th level magic-user, the foremost 10 would be subject to the duration expires while there is material within enchanted spell first, even though the spell caster might prefer to affect the pockets, the material vanishes — lost forever. In addition to the gnollish shaman at the rear of the group. garment, the material components of this spell are a tiny golden and a strip of fine cloth given a half-twist and fastened at Wizard Mark (Alteration) the ends.

Level: 1 Components: V, S, M Flaming Sphere (Alteration-Evocation) Range: Touch Casting Time: 1 segment Duration: Permanent Saving Throw: None Level: 2 Components: V, S, M Area of Effect: 1 square foot Range: 1” Casting Time: 2 segments Duration: 1 round/level Saving Throw: Neg. Explanation/Description: When this spell is cast the magic- Area of Effect: 6’ diameter sphere user is able to inscribe, visibly or invisibly, his or her personal rune or mark, as well as up to six additional characters of Explanation/Description: A flaming sphere spell causes a smaller size. A wizard mark spell allows the caster to etch the burning globe of normal-type fire to come into being up to 1” rune upon stone, metal, or any softer substance without harm distant from the spell caster. This sphere will then begin rolling to the material upon which the mark is placed. If an invisible in the direction in which the magic-user points, even though it mark is made, detect magic will cause it to glow and be readable might be uphill. It will roll over low barriers such as walls, (which does not necessarily imply understandability). Detect furniture, etc., as long as these barriers are not over 4’ tall. invisibility, true seeing, true sight, a gem of seeing, or a robe of Flammable substances will be set afire by contact with the eyes will likewise note an invisible wizard mark. The material sphere. Creatures struck will suffer 2-8 points of damage. All components for the casting of this spell are a pinch of diamond creatures within a 5’ radius of the sphere’s center must save dust (about 50 gold pieces worth) and a pigment or pigments versus magic or else take the indicated damage. The flaming for the coloration of the mark. If the mark is to be invisible, the sphere moves at a rate of 1”/round as long as the spell caster pigments are still used, but the caster uses a stylus of some sort points in the direction it is to move, for it otherwise merely stays rather than his or her digit. at rest and flames. It can be extinguished by the same means as any normal fire of its size. The material components are a bit of Bind (Alteration/Enchantment) tallow, a pinch of sulphur, and a dusting of powdered iron.

Level: 2 Components: V, S, M Irritation (Alteration) Range: 3” Casting Time: 2 segments Duration: 1 round/level Saving Throw: None Level: 2 Components: V, S, M Area of Effect: Special Range: 1”/level Casting Time: 2 segments Duration: Special Saving Throw: Neg. Explanation/Description: When this spell is employed, the Area of Effect: 1 creature magic-user causes any rope-like object of non-living material to behave as he or she orders. The subject can be string, yarn, Explanation/Description: An irritation spell affects the epi- cord, line, rope, or even a cable. About 50’ of normal rope (1 dermis of the subject creature. Creatures with very thick or inch diameter), plus 5’ per level of the spell caster, can be insensitive skins are basically unaffected by the dweomer. (Ex- affected. Reduce length proportionately when diameter in- amples are buffalo, elephants, scaled creatures, etc.) There are

D RAGON 7 two versions of the spell, either of which can be cast from the Preserve (Abjuration) standard preparation: Itching — When cast, this causes the subject to feel an Level: 2 Components: V, S, M instant itching sensation on some portion of its body. If Range: Touch Casting Time: 2 rounds 5-8 segments are not immediately spent scratching this Duration: Permanent Saving Throw: None irritated area, the subject creature will be so affected that Area of Effect: One-half cu. ft./level of the spell caster the next 3 rounds will be spent squirming and twisting, effectively lowering the subject’s armor class by 4 and its Explanation/Description: A preserve spell enables the caster “to hit” probability by 2. to retain some item fresh and whole until some later time when Rash — When a rash is cast, the subject creature will it is needed in a spell. Of course, the dweomer is ineffective in notice nothing for 1-4 rounds, but thereafter its entire skin retaining the potency of material such as mistletoe, holly ber- will begin to break out in red welts which faintly itch. The ries, and similar stuffs which must be gathered periodically. It is rash will persist until either a cure disease or dispel magic otherwise effectual. The sort of material which can be treated is cast upon it. It lowers charisma by 1 point per day until by a preserve spell depends upon the level of the caster: four days have passed, i.e. maximum loss of charisma is 4 Hard, relatively dry material: 2nd-4th level points. After one week, the subject’s dexterity is lowered Soft, relatively wet material: 5th-7th level by 1 point also: Symptoms vanish immediately upon the Semi-liquid and liquid materials: 8th level & up removal of the rash, all statistics returning to normal. A container is necessary only in cases where a relatively high The material component for this spell is powdered leaf from degree of moisture is concerned. The material components of poison ivy, oak, or sumac. the spell are a pinch of dust, a bit of resin (or amber), and a drop of brandy. Tasha’s Uncontrollable Hideous Laughter (Evocation) Whip (Evocation) Level: 2 Components: V, S, M Range: 5” Casting Time: 2 segments Level: 2 Components: V, S, M Duration: 1 round Saving Throw: Special Range: 1” Casting Time: 2 segments Area of Effect: 1 creature Duration: 1 round/level Saving Throw: Special Area of Effect: Special Explanation/Description: This spell enables the caster to cause the subject to perceive everything as hilariously funny. Explanation/Description: By means of this spell, the magic- The effect is not immediate, and the subject creature will feel user creates a material, whip-like substance up to 1” distant only a slight tingling on the round the dweomer is placed, but from his or her person. The spell caster can then wield this whip on the round immediately following, it will begin smiling, then by moving his or her hand as if it held an actual one, for the giggling, chuckling, tittering, snickering, guffawing, and finally magical one will respond to the movements made by its evoker. collapsing into gales of uncontrollable hideous laughter. Al- The lash can be used so as to make both a whistling crack and though this magic mirth lasts only a single round, the affected an actual strike each turn. The sound alone is sufficient to keep creature must spend the next round regaining its feet, and it will normal at bay unless they save versus magic. Any be at -2 from its strength on the 3rd and 4th rounds following animal actually struck (as indicated by a normal “to hit” die roll) the spell casting. The saving throw depends on the intelligence must save versus magic at -1 to -4 or else slink away and not of the creature. Creatures with intelligence of 3 or less are return for at least an hour. Note that the whip does not do actual totally unaffected. Those with intelligence of 4-8 have no saving damage to the creature struck. Creatures with intelligence throw; those with intelligence of 9-12 save at -4; those with above 3 are not affected, nor are giant-sized animals above intelligence of 13-15 save at -2; and those with intelligence of 16 about bear-size, nor are monsters. The whip can also be used in or greater gain normal saving throw probability. The material melee combat, a successful “to hit” roll indicating that the lash components of the spell are a small feather, a tiny wooden has struck and wrapped around an opponent’s weapon. If the paddle, and a minute tort. The tort is hurled at the subject, while whip saves versus crushing blow (13 or better), if the weapon is the feather is waved in one hand and the paddle is tapped edged, or versus normal blow (6 or better), if the weapon is against the posterior of the spell caster. non-edged, the whip will tear it from the opponent’s hand un- less a saving throw versus magic succeeds. Magic bonuses of Melf’s Acid Arrow (Evocation) affected weapons reduce dice score to save versus blows (Mag- ic resistance must fail to make a “to hit” possible). The material Level: 2 Components: V, S, M component of the spell is a small bit of silk braided so as to form Range: 3” Casting Time: 4 segments a miniature whip. Duration: Special Saving Throw: Special Area of Effect: One target Cloudburst (Alteration)

Explanation/Description: By means of this spell, the magic- Level: 3 Components: V, S, M user creates a magic “arrow” which speeds itself to its target as Range: 1”/leve/ Casting Time: 3 segments if fired from the bow of a fighter of the same level as the Duration: 1 round Saving Throw: None magic-user casting the spell. The arrow is equal to a +1 weapon (& special) for hit determination purposes. The effect of a hit might inflict Area of Effect: 3” diam. cylinder up to 6” high damage on the target even if it would not normally be harmed by an arrow or magic weapon of only +1 value. This is due to the Explanation/Description: By means of this spell, the caster acid. The arrow itself does 2-5 points of damage. The acid causes the atmosphere to instantly precipitate all of its water which gushes forth when it hits is equal to an acid missile of vapor into huge drops of rain, the resulting condensation not 8-ounce volume (1’ diam. area of effect, 2-8 hit points damage, only causing a true downburst of rain but also sucking more plus item saving throw). The acid’s strength increases by one vapor into the area to likewise be precipitated as rain. The round of damage for every 3 levels of magic use above 3rd, so cloudburst will effectively drench everything within its area of that double damage will occur over two rounds if the spell cast effect within 1 segment, for its rain will fall at the rate of 1/10th is from a 4th-6th level magic-user, unless the target can have inch per segment, or one inch of rainfall in 1 round. (Cf. precipi- the acid neutralized. The material components of the spell are a tation spell.) All normal fires within the area of effect will be dart and powdered rhubarb leaf and adder stomach. (Turn to page 54)

D RAGON 9 FEATURED CREATURES OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN by Gary Gygax

© 1982 E. Gary Gygax. All rights reserved.

Once upon a time elves were more Two new non-good types, Valley the Cooshee, or elven dog. Some of our often encountered in outdoor adventures Elves and Grugach, are now members of Perceptive Readers will recognize the as groups, rather than running into them the roster of AD&D™ game creatures. latter from a recent module, The Lost just about everywhere as adventurers Offered along with these two new Caverns of Tsojcanth. The rest of you and NPCs. Well, that is again possible: types of elves, appropriately enough, is will just have to get bitten. . . . Grugach FREQUENCY: Very rare NO. APPEARING: 20-80 ARMOR CLASS: 6 MOVE: 15” HIT DICE: 1 + 1 % IN LAIR: 50% TREASURE TYPE: Individuals N, Q; B in lair NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: +1 with bow or spear SPECIAL DEFENSES: Traps MAGIC RESISTANCE: 90%, vs. charm and sleep only INTELLIGENCE: Average and up ALIGNMENT: Neutral (chaotic) SIZE: S (4½ tall) PSIONIC ABILITY: Nil* Attack/Defense Modes: Nil* LEVEL/X.P. VALUE: II and up / variable * possible to exist in unusual characters

The grugach are “wild” elves akin to sylvan elves, but smaller, thinner, and very fair. They are completely xenopho- bic, distrusting even other types of elves. Thus they are seldom, if ever, encoun- tered outside their tribal lands. Except as noted, grugach conform to the specifics of wood elves and elfkind in general. Despite their small stature, grugach have broad shoulders and great strength (add +2 on strength dice roll, treating 19 or 20 as 18). All adult grugach are able to set traps. These consist principally of pits and snares in and around their home territo- ry (lair). As such traps are well con- cealed, there is a 90% chance that crea- tures passing near one will be caught in it. This chance drops to 30% if careful examination is done by characters pass- ing through a trapped area. Pits are nor- mally 10 feet deep and spiked, so dam- age is 1-4 (fall onto earth-floored pit) plus 1-6 per spike, plus poison (50% Grugach are not magic-users, but dual- chance). Snares are usually set to encir- classed ones will be fighter/druids. They cle and jerk victims off their feet and are on good terms with all animals of the suspend them 5’ or more above the forest, save those of evil nature. They will ground. Some snares are deadfalls — a often (70%) have stags four mounts. heavy log crashes down for 5-8 d6 of About 20% of contacts with wood elves damage and pins the victim fast as well. will actually be with grugach.

10 NOVEMBER 1982 Valley Elf Cooshee

FREQUENCY: Very rare FREQUENCY: Rare NO. APPEARING: 10-40 (20-240) NO. APPEARING: 1-8 ARMOR CLASS: 4 ARMOR CLASS: 5 MOVE: 12” MOVE: 15” (21”) HIT DICE: 1 + 2 HIT DICE: 3 + 3 % IN LAIR: 10% % IN LAIR: Nil TREASURE TYPE: Individuals M, N; TREASURE TYPE: Nil G, S, T, in lair NO. OF ATTACKS: 1 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 7-10 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: Overbearing or 1-10 SPECIAL DEFENSES: Camouflage SPECIAL ATTACKS: +1 with bow or MAGIC RESISTANCE: Standard sword INTELLIGENCE: Semi- SPECIAL DEFENSES: See below ALIGNMENT: Neutral MAGIC RESISTANCE: 90%, vs. charm SIZE: M and sleep only PSIONIC ABILITY: Nil INTELLIGENCE: High and up Attack/Defense Modes: Nil ALIGNMENT: Chaotic neutral LEVEL/X.P. VALUE: 111 / 110 + 4/hp SIZE: M (5½’ + tall) PSIONIC ABILITY: Nil* A cooshee, or elven dog, is found only Attack/Defense Modes: Nil* in woodlands or meadows frequented by LEVEL/X.P. VALUE: III / 65 + 2/h.p. elves. Most commonly, these beasts are (average individuals only) found in company with sylvan elves. A *possible to exist in unusual characters cooshee moves quickly, and in straight- line chases speed is far greater (21"). Whether they are a separate race of When fighting it will strike with its huge elvenkind, or simply an offshoot of gray forepaws, attempting to knock man-sized elves, the elves of the Valley of the Mage bipedal creatures off their feet. This at- (valley elves) have distinctive features tack is determined normally before bit- and characteristics. As tall as most hu- ing. Prone opponents are, of course, mans, they are thin and have sharp, then more easily bitten (+4 “to hit”). El- pointed features. They are reclusive and ven dogs avoid others of the canine spe- resent intrusion. If anything, valley elves cies. Their bark can be heard for a mile or are neutral in alignment, with respect to more, but they do so only to warn their good and evil. Otherwise, they tend to masters. have the same characteristics as gray Description: A cooshee is the size of elves, although they do not use steeds the largest dog. It has a greenish coat other than horses as far as is known. All with brown spots. This coloration, coup- other sorts of elves, including the dark ‘died with its ability to move silently, gives elves (), shun valley elves. The lat- it the ability to conceal itself easily in ter, in turn, dislike association with any brush, woodlands, etc. (75% chance of races, save perhaps for gnomes, whom hiding). The typical elven dog weighs they tolerate. over 12 stone, often attaining 15 stone. With respect to type of habitat, com- Paws are huge and heavily nailed. The position of a group, weaponing, and tail is curled and held above the back. special abilities, valley elves follow the statistics found in the under Elf. Valley elves use cooshee as guard animals, and 75% of the time there will be 1-4 elven dogs with a wandering band of these elves, while in the elves’ lair there is a 90% probability that there will be 2-8 cooshee. In the WORLD OF GREYHAWK™ Fan- tasy World Setting, valley elves are found only in the immediate vicinity of the Val- ley of the Mage. Bands of these elves have raided into Bissel, Gran March, Ket, and the Grand Duchy of Geoff — proba- bly at the behest of their liege. Their tol- erance of gnomes probably stems from the fact that these latter demi-humans also serve the Mage of the Valley.

D RAGON 11 SPY’S ADVICE

by Merle M. Rasmussen

In Operation: Rapidstrlke (TS003), Doctor Yes (DRAGON™ experience points say the Bureau Bonus is awarded "if the Issue #48), and Chlnatown: The Jaded Temple (DRAGON issue agent is entitled to it.” I’d say the assassin is entitled to a #62), characters have a tertiary personal trait called “Wrestling 50-point bonus over the Base Experience Points. The confisca- Value.” What is this? tor would not get a bonus. Wrestling Value is an obsolete trait that was cut from the TOP SECRET® rules in the second edition. Its function has been * * * taken over by the Hand-to-Hand Combat Value. All references to Wrestling Value should be ignored. Are experience points for an adventure already worked out by the Admin before the mission actually starts? * * * In most cases, no. According to the rules, “Experience points are awarded . . . for the mission(s) completed. . . .” Isn’t the 9mm Uzi submachine gun concealable? Yes. If the stock is removed and the firearm is concealed * * * beneath the agent’s suit jacket or a long coat, reduce the agent’s Deception by 6. If the Uzi is fired one-handed without How does an agent pick pockets, and what are his chances of the stock, decrease the PWV by 10. being noticed? In a public setting with several people milling about, and/or * * * when the pickpocket can get within reach of the victim, pick- pocketing can occur. Compare the pickpocket’s Surprise Value What are the unofficial Levels, Designations, and Experience to the victim’s Surprise Value. If the victim’s Value is higher than Points needed for agents working under the Technical Bureau? or the same as the pickpocket’s value, the victim cannot be Will the Technical Bureau ever appear in future modules? pickpocketed without his knowing it. If the pickpocket’s Value For those agents who missed the chart printed in DRAGON™ is 1-25 points higher than the victim’s, he can only pick the issue #45, it is presented here again: victim’s pocket by bumping or noticeably touching the victim. Section 4 — Technical (The victim will know he has been touched, but may not know Level Designation Exp. pts. needed he’s been robbed until he checks later.) If the pickpocket’s 1 Trainee 0 Surprise Value is more than 25 points higher than the victim’s, 2 Clerk 79 there is a 95% chance of success without the victim’s notice. 3 Tinker 157 (On a percentile roll of 96-00, the victim is aware of the filch but 4 Hobbyist 313 may not choose to immediately respond.) Only one pocket 5 Apprentice 625 location may be attempted per meeting. A pocket may not be 6 Journeyman 1,250 present at that location, it may be empty, or it may contain 7 Master 2,500 useless items. Necklaces, earrings, bracelets, watches, purses, 8 Academician 5,000 and other hand-carried bags may have a clasp, lock, or buckle 9 Consultant 10,000 that must first be deactivated. The security rating on such 10 Technician 20,000 devices ranges from 1-10. Money belts have a security rating of 10,000 experience points must be earned for every level at least 20. Stealing from a hand-carried purse or bag allows above 10th. one take per successful pickpocket attempt. Stealing a purse, a The Technical Bureau will probably not appear in a module handbag, something from a person’s hand, or an article of until an official rules expansion is released by TSR. clothing is not considered pickpocketing. * * * * * *

Why isn’t the British Secret Service listed in Appendix Four of Who is James Pong and what are his Personal Trait Values? the rule book? James Pong is the character name of an ex-roommate of That’s what foreigners call it. Look under “DI-6.” mine who has played the TOP SECRET game since its incep- tion. Pong is a 6th Level Killer used by the Administrator as his * * * personal bodyguard and strong-arm assistant. Pong is also a sociopathic assassin with sadistic tendencies. He carries a self- If an assassin and a confiscator perform an assassination designed, .60 caliber gyrojet launcher and a non-metallic poi- together, does the assassin receive all of the 100-point Bureau son ring. He owns an elaborate yacht with space for a helicop- Bonus? ter, a sports car, and a motorcycle with sidecar. Usually a solo This is an administrative decision. The rules for calculating operator, he was last seen working with a group known as, “The

12 NOVEMBER 1982 Exterminators.” His last known Personal Trait Values were: matic fire quickly disintegrates the baffles of most silencers. PS-100; Ch-40; W-94; Cr-130; K-30; Co-160. Possession of an unregistered silencer in most countries is a very serious offense. * * * * * * Which issues of DRAGON Magazine contain “The Ras- mussen Files” and TOP SECRET modules? How do you find an agent’s proficiency at snow skiing, and As of this writing, the article issues are #38, #40, #45, #47, #49, how fast can an agent ski? #51, #53 and #57. TOP SECRET modules appeared in issues As for many individual sports, basic proficiency in skiing is #39, #48, #56, and #62. (Editor’s note: Some of the issues listed given as the Area of Knowledge (AOK) Value under Physical are out of print and no longer available from Dragon Publish- Education. Check against this value by rolling percentile dice ing. See the order blank elsewhere in this issue for an up-to- to determine consequences when something unusual is tried date list of back issues for sale.) (such as changing speed, jumping, firing a weapon, dodging bullets or traveling backward). If the dice roll is equal to or less * * * than the AOK Value, the stunt is successful. If it is higher, the stunt fails and the character falls. On a roll of 01-05, the charac- In reference to the Projectile Stopping Power chart in ter completes the stunt safely and then falls. Skiing proficiency DRAGON issue #49, why does .501-.600 cal. ammo have less can be increased through training or practice, but those rules stopping power than .401-.500 cal. ammo? have not yet been presented in the TOP SECRET system. Large-caliber ammo is more likely to be travelling so fast it Cross-country skiing is done at the same speed as walking, but punches all the way THROUGH the target without transferring is at least three times more exhausting. Downhill skiing has a much of its lethal kinetic energy TO the target. normal maximum speed (like running) of up to 30 mph, perhaps higher if the agent is specially trained. * * * * * * Is “J.B.” in the module Doctor Yes (DRAGON #48) actually James Bond? What is the difference between a fragmentation grenade Only his tobacconist knows for sure. (listed under “Explosives”) and a grenade (listed under “Gre- nades”)? One could literally explode a grenade in one’s mouth * * * and live to tell about it. Grenades aren’t lethal enough, are they? Because the TOP SECRET game is about espionage and is Can I have an atomic bomb inside my body, and can you have not a military role-playing game, many kinds of explosive canis- a time machine in a TOP SECRET game? ters were excluded from the original rules. For game balance, Much of this is left up to your local Administrator. You are grenades were purposely weakened for the sake of playability. playing on the fringe of science fiction, which IS allowed in a The listed fragmentation grenade is based on the M26A1 TOP SECRET game. If the flavor of your local campaign allows used by the United States military forces. Exploding such a for such eccentricities and all those playing with you enjoy device can cause up to 400 separate fragments to be dispersed them, by all means play the game the way you like it. over a 40-foot-radius. The “blast” grenade is based on the Mk3A2 and is a pre-packaged demolition charge in a fibreboard * * * casing. The casing does not cause fragmentation damage. Holding a live grenade or putting one in your mouth causes the How can you justify a silencer subtracting 10 from the Projec- grenade to explode over a smaller area than the normal blast tile Weapon Value (PWV) of a gun? area, and damage values are doubled: 24 points for a fragmen- A firearm can be partially silenced if the rapid escape of gases tation grenade and 2-20 (2 x 1-10) points for a blast grenade. from the explosion of the powder behind the bullet is slowed Some individuals have been known to jump on live grenades to down. The silencer is even more effective if the bullet is travel- save their comrades and survive the explosion. If such an act is ling at less than the speed of sound. Slowing the bullet down tried, all damage should be taken by the shielding person. makes the weapon less accurate and hence, in game terms, the PWV is reduced by 10. Silencers don’t work well on revolvers * * * because they don’t prevent the escape of gases from around the revolving chambered cylinder which holds the ammo. What does the “X” under Weapon Speed for the bow mean? Smaller powder charges in standard cartridges will produce Instead of “X” it should be “VS” for Very Slow (-10) if the low-velocity ammunition. Vibration and heat caused by auto- arrow is on the string ready to be pulled and fired.

D RAGON 13

spider contain nerves that are sensitive then stretched, pulled, and combed to by Gregg Chamberlain to changes in air pressure as well as cer- form it for a particular use. tain chemical odors. It is not very easy The web glands make several types of for adventurers to sneak up on a spider. silk, depending on what the web is to be An encounter with spiders is an almost Just as a fly can sense disturbances in used for. Webbing can be sticky, smooth, universal quality in fantasy tales and the air when a person tries to swat it, so a and even multi-colored. It can be used dungeon adventures — usually with the spider in a dungeon can tell when a door for trapping victims, as cable (the drag- spiders getting the worst of it. In the eyes has opened and/or closed, and when line spiders hang from), for making co- of many FRP gamers, spiders are among someone has’ entered a room, by air- coons — and there’s even a light web- the weakest of monsters, best relegated pressure changes and the person’s body bing that spiderlings use for ballooning. to early-encounter challenges for a odors. Weaver spiders use a combination of group of new dungeon-delvers. Hunting spiders also can detect vibra- sticky and non-sticky silk when con- But nature has endowed spiders with tions, changes in air pressure, and chem- structing their webs. Non-sticky silk is many distinctive attributes, and the skill- ical odors. But they rely more on sight used for the basic framework of the web, ful use of some of the more obscure for finding and catching prey, as well as while the sticky variety is used in the types of spiders as monsters can provide for fighting or avoiding enemies. Nearly spiral pattern that traps prey. challenging and entertaining encounters all spiders have six eyes, two large and Web silk is, in proportion to its size, for expert as well as novice characters. four small, spaced along the front and one of the lightest, strongest fabrics sides of the cephalothorax. Hunting spi- known. Arachnologists (those who study Spider biology ders, such as the tarantula and the wolf spiders) estimate that a cord of spider First, a little background information: spider, have very good eyesight. (The silk half an inch thick, or perhaps thinner, Spiders belong to the phylum Arthropo- wolf spider may even possess a rudimen- could hold a strong man prisoner easily. da, class Arachnida, order Araneae. They tary sense of smell.) One exception to A rope made of spider silk would be in- differ from insects in having eight legs the above statement is the jumping spi- valuable on a dungeon expedition where and a body composed of two parts, the der, which has four large eyes that give keeping weight and bulk to a minimum cephalothorax and the abdomen. To the her the keen eyesight she needs to accu- are essential. And adventurers could cephalothorax are joined the legs; the rately judge the distance to her prey. profit from selling spider silk to weavers. pedipalps, which cut and crush the spi- Spiders can also shoot webbing at der’s food, making it easier to digest; and The what and why of webs enemies behind them. According to one the chelicerae, or fangs, which the spi- Spiders use webbing for building source, “Silk may be squirted as far as an der uses to seize her prey and inject ven- nests, capturing prey, and making co- inch from the spinnerets (normal garden om into it. The abdomen contains the coons for the young to hatch in. The spider), a distance sufficient to make heart and lungs of the spider as well as major drawback of webbing in the dun- combat safe.” (“Spider”, Encyclopedia the silk glands and spinnerets the spider geon is that it burns too easily, becoming Britannica, Vol. 21, 1971, page 20.) For a uses to spin her webbing. a death trap for the spider. spider the size of the large spider as de- Most spiders encountered by players Webbing, or web silk, comes from web scribed in the AD&D™ rules, this would will be female, unless otherwise stated glands located in the spider’s abdomen. translate to a distance of about 5-6 feet, by the , since male spi- It is similar in composition to the silk increasing to 10-12 feet for a huge spider ders do not, with only a few exceptions, produced by silkworms and used to and 20-25 feet for a giant spider. live past the mating period. make fabric. Weaver spiders have from Targeting for such a shot would be Spiders depend primarily on their high- four to five different web glands to pro- accomplished through a combination of ly developed sense of touch for informa- duce the silk they need. Hunters, who the two small eyes furthest along the ce- tion about prey, mates, and possible chase their prey, have two or three dif- phalothorax and the abdominal hairs enemies. The legs and the pedipalps de- ferent glands. that sense pressure changes and the tect vibrations in the web (in the case of The liquid silk is excreted through the body odors of the person or creature ap- weaver spiders), to indicate something spinnerets located just under the rear of proaching from the spider’s rear. Since has blundered into the web. the abdomen. Usually the silk hardens the web glands control the consistency Also, tiny hairs all over the body of a almost as soon as the air hits it, and is of the web fluid, the silk squirted may DRAGON 15 come out as a sticky blob from 6-12 Net-throwing spider and Fishing spider up). A pike might reach, but this would inches in diameter (depending on the These two types have distinctive, require at least two strong men to wield it size of the spider), or possibly as a sticky though similar, ways of capturing their in that awkward position. Arrows have cable. The blob would either blind the prey. The net-throwing spider hunts by the standard effect. opponent temporarily (3-5 rounds to night with a rectangular web of looped The Daddy Longlegs is also equipped wipe the eyes clear) or “gum up” the silk which she throws over her prey, en- with a pair of glands, one on each side of opponent’s hands and arms (penalty of tangling it. Another species of net-throw- her body, that emit a reddish, acrid vapor from -1 to -3 on attack and defense, de- ing spider uses a 10x10-foot web which similar to that of the bombardier beetle. pending on the size of the spider, for the she lays on the ground and camouflages. Like the bombardier beetle? if continual- same 3-5 rounds). A special oil secreted She then attaches draglines to each ly disturbed or attacked, there is a 50% by glands in the spider’s body keeps her corner ‘and conceals herself above the chance each round that the spider will from sticking to her own webbing. net, holding the ends of the draglines lift her body to the full extension of her with her legs. Anything that walks over legs and fire an 8’x8’x8’ cloud of gas that Weavers the net is caught up in the web and hoist- will cause 3-12 points of damage. The Barrel spiders ed aloft to the spider. gas can be fired every third round, but no This spider’s pedipalps are greatly ex- Fishing spiders run numerous lines up more than twice in an eight-hour span. tended so they sometimes act as an extra and down from the ground to their web The Daddy Longlegs will attempt to flee pair of legs. The body is covered with a in a spreading fan shape. The lines break just after using her gas attack. pale yellow film of hairs, making the when anything runs into them and thus In nature, the Daddy Longlegs has one spider especially sensitive to changes in entangle the creature, allowing the spi- other way to escape detection. She can air pressure and thus very difficult to der to draw it up to her web. hang from a web strand and rotate, or surprise (roll of 1 on d8). The chelicerae stand and vibrate, at so fast a rate that are very strong; the garden variety (nor- Hunters she becomes a near-invisible blur. In an mal spider-sized) can crack a beetle’s Crab spider AD&D adventure, characters seeking the armor. The giant version of this spider These spiders are so named because Daddy Longlegs need to be very sharp- can crack open non-magical plate ar- in shape they resemble a crab and be- sighted, or of the elven race, to detect a mor, or pierce non-magical leather or cause, unlike other spiders, they are able “spinning” spider, and then only if they chainmail, on a roll of 1 or 2 on d6, while to walk backwards and sideways. They are looking for it. cracking or piercing magical armor re- have chameleon-like abilities and can Jumping spider quires a roll of 1 on d6; cracking or pierc- change color and skin texture to match The jumping spider has very keen eye- ing armor in this manner lowers its effec- almost any background (glass, crystal, sight thanks to her four large eyes. She tive armor class to 10. A ring of protec- and murals excepted). They surprise on stalks her prey by creeping slowly upon tion, cloak of displacement, or other sim- a roll of 1 on d4 because of their camou- it, “freezing” whenever it looks her way. ilar protection will function normally. flage ability. When “frozen,” the spider looks very When cornered, this spider hisses, Daddy Longlegs much like a large rock. When she has though she does not spit poison. Treat This creature is an oddity, even among come within range, she leaps upon her this attack as for a bombardier beetle, spiders, and can provide dungeon ad- prey. The jumping spider is capable of with a 20% chance of stunning anyone venturers with unexpected difficulty. The leaps of at least 40 feet. The spider al- within a 16’ radius and deafening those Daddy Longlegs, also known as the ways has a safety dragline attached to not stunned. Stunning lasts for ‘2-8 “harvester” or “mower” spider because herself, in case the leap does not pro- rounds, followed by 2-8 rounds of deaf- of the scythe-like action of her legs, is duce the intended result. ness. Those only deafened remain so for especially numerous in the late fall of the The Dungeon Master should determine 2-12 rounds, year during harvest. whether any damage results from the Boleadore spider The cephalothorax and abdomen are impact of the spider landing on her vic- Truly an unusual creature, the bolea- fused into one unit which is supported tim. If the target is within the bare limits dore spider hangs from a dragline and by eight extremely long, thin legs. The of the spider’s maximum jumping range fashions a bola out of a blob of viscid silk legs effectively and speedily lift and car- of 40 feet, a roll of 1 on d6 indicates a attached to the end of a line of web silk. ry the body beyond the reach of raiding successful impact; within 30 feet, the The spider then swings the bola at her giant ants and any thrusting sword, javel- leap will be a “hit” on a roll of 1 or 2 on d6; victim and entangles it. in, or standard spear (about 20 to 25 feet within 20 feet, a roll of 3 or less is needed;

Barrel Boleadore Net-throwing/ Crab Daddy spider spider fishing spider spider Longlegs FREQUENCY: Uncommon Rare Common Uncommon Common NO. APPEARING: 1-8 1-4 1-10 1-6 2-15/15-25 ARMOR CLASS: 4 4 4 6 6 MOVE: 3”*12” 3”*12” 3”*12” 18” 18“ HIT DICE: 4+4 4+4 4+4 2+2 2+2 % IN LAIR: 70% 70% 70% 50% 50% TREASURE TYPE: C C C J-N, Q J-N, Q NO. OF ATTACKS: 1/1 1/1 1/1 DMG/ATTACK: 2-8 2-8 2-8 1-6 1-6/3-12 SPECIAL ATT.: See text See text See text See text See text SPECIAL DEF.: Nil Nil Nil See text See text MAGIC RES.: Standard Standard Standard Standard Standard INTELLIGENCE: Animal Animal Animal Animal Animal ALIGNMENT: Neutral Neutral Neutral Neutral Neutral SIZE: L L L M M PSIONIC ABILITY: Nil Nil Nil Nil Nil

16 NOVEMBER 1982 within 10 feet, a roll of 5 or less; and for larger than that of the spider’s body. The hollow silk tubing, camouflaged, lying any distance less than 10 feet, there is an walls of the burrow are lined with a “ce- above the ground. The tubing is sealed, automatic “hit” on the jump. The dam- ment” mixed from dirt, silk, and spider and the spider crouches below it, waiting age from this blow will be 1-10 points, saliva, then coated with silk. for something to land on or run across perhaps modified upward depending on There are two types of trap-door spi- the tubing. The spider then strikes with circumstances. ders. The first. constructs an actual trap her fangs through the web and paralyzes This spider may be found around cliffs, door, about an inch or two thick, of alter- the creature. She cuts a hole in the web- scurrying across open ground, or in rain nating layers of silk and earth, hinged bing to drag her prey through, repairs forests. with silk and camouflaged with earth, the hole, and goes below to eat. Raft or Swamp spider moss, leaves, branches, and so forth at- Whip spider The raft or swamp spider is found tached to a layer of sticky silk. The whip spider, in nature, has a flat- along lake shores and in marsh areas. Some trap-door spiders leave the bur- tened body with the first pair of legs She makes her den by the water’s shore row at night to lay snares of sticky silk on developed beyond their normal length and waits for prey to appear on or be- the ground. During the night, chances so that they resemble whips, though neath the surface of the water. She then are that something will walk onto the they are used only as feelers, like an in- scurries across the surface of the water, snare and get stuck. Come the dawn, the sect’s antennae. skimming over it with the aid of the li- spider re-emerges from her burrow, The whip spider, in AD&D terms, has quid’s surface tension. Trailing behind picks up the traps and goes home. Other 10-foot-long front legs that can be used her is a safety cable anchored to shore spiders may remain in the burrow and lift like whips to either attack, or catch and so she can pull herself back in should the trap-door lid a crack to watch what hold, prey. The “whips” cause 1-4 points that prove necessary. goes by. When the spider sees some- of damage each on an attack; if both When threatened, the swamp spider thing worth grabbing, she rushes out whips score hits, the spider has made a can hide underwater by walking down and pounces on it, bites it to paralyze it, “grab” and will draw the attacker toward along the side of the marsh or on the lake then drags it home. her chelicerae and fangs. Occasionally, bottom. The many hairs on her body and The door to the burrow is camou- the whips will ensnare one or both of the legs capture and hold air bubbles suffi- flaged so well that only very close obser- victim’s arms, making self-defense diffi- cient for from 10 to 12 hours or more of vation will detect the vague horseshoe- cult if not impossible; roll d6 for each breathing. Also, the air bubbles provide shaped outline of the tunnel door, and arm after a “grab” is made, with a roll of 1 buoyancy sufficient to bring her back to then only if the character knows what he indicating that the arm has been caught. the surface when she wishes. or she is looking for. When the spider Wolf spider Spitting spider retreats to hide in the burrow, she holds The wolf spider, like the trap-door This yellow-and-black-striped hunter the door shut with, her feet and fangs, spider, lives in a silk-lined burrow, but spits a blob of sticky silk at her prey to and only an individual with strength of 18 without the door. She tracks prey by pin it down. The silk blob is approximate- or better (normal or magically enhanced) sight and by special scent-detecting or- ly one foot in diameter and can be shot will be able to open the door — which, of gans located in the pedipalps. When she 15 to 20 feet. Whore other spiders spit course, leaves him or her immediately sees prey, she sprints after it, captures it, silk purely as a defensive measure, this vulnerable to the attack of the spider and paralyzes it before returning to her species has adapted it for hunting and waiting just inside the door. den. thus is able to shoot a large amount of DMs should also note that gauntlets of She is very protective of her young, silk for a greater distance. Four melee ogre power impart a strength of 18 only carrying the cocoon under her belly rounds are required to recharge the spit- to the hands, arms, and shoulders of the wherever she goes and fighting fiercely ting mechanism, up to a maximum usage user, not to the back and remainder of for her young. When hatched, wolf spi- of five shots every eight hours. the body, so that the use of this magical derlings number from 100-200, and will Trap-door or Purse spider item alone is not sufficient to lift the trap- ride on the mother’s back until they are This nocturnal hunter uses her fangs door lid. It must be supplemented by, for full grown. If the mother encounters an- to dig a tunnel in soft or sandy soil. The instance, a girdle or potion of giant other female wolf spider, she will stop burrow runs down for nearly 50 feet with strength. and let her young get off, and then she an emergency side tunnel hidden by a The second type of trap-door spider will fight the other spider to the death. camouflaged door about halfway down. does not make an actual trap door. In- The survivor will adopt the spiderlings of The burrow’s diameter is just a little bit stead, she leaves three feet or more of the dead mother.

Jumping Raft/Swamp Spitting Trap-door/ Whip Wolf spider spider spider Purse spider spider spider Common Uncommon Rare Common Rare Common 1-12 1-6 1-4 1-12 1-4 1-12 6 6 6 6 6 6 18’/40” 18” 18” 18” 18” 18” 2+2 2+2 2+2 2+2 2+2 2+2 50% 50% 50% 80% 50% 50% J-N, Q J-N, Q J-N, Q J-N, Q J-N, Q J-N, Q 1/2 1 1 1 2/1 1 1-6/1-10 1-6 1-6 1-6 1-3/1-3/1-6 1-6 See text See text See text See text See text See text See text See text See text See text See text See text Standard Standard Standard Standard Standard Standard Animal Animal Animal Animal Animal Animal Neutral Neutral Neutral Neutral Neutral Neutral M M M M M M Nil Nil Nil Nil Nil Nil

DRAGON 17 18 NOVEMBER 1982 DRAGON 19 20 NOVEMBER 1982 D RAGON 21

The sketches accompanying this introduction detail some of Lesser Gods: the reputed attributes and powers of a small number of the Anti-magic shell (2) Polymorph others (2) deities commonly active and/or known to adventurers and Command, 3 rd. effect (1) Protection from evil/good, those who travel the reaches of the Flanaess. In general, all Control temperature, 10’ r. +2, 20’ radius deities have certain spell-like powers in common. Those famil- Cure serious wounds (3) Quest (1) iar with the DEITIES & DEMIGODS™ Cyclopedia will note that Death spell (1) Remove curse these abilities are far more extensive than those listed for the Dispel (evil/good, Remove fear deities treated by Messrs. Ward and Kuntz. At the risk of speak- illusion, magic) (4 each) Restoration (1) ing for these esteemed authors, I venture to suggest that the Gate (2) Resurrection (3) powers and abilities of the deities of the Flanaess are, in fact, Heal (2) Summon3 common to most other deities as well. Holy/unholy word (2) Symbol (2) The “Standard Divine Abilities” of deities, given below, are Improved invisibility Trap the soul (1) divided into three groups according to the general power of the Improved phantasmal force True seeing (3) concerned; i.e., Demigod, Lesser God, and Greater God. Minor globe of Wish (1) The listing begins with those abilities and powers that all three invulnerability (1) types of deities have in common. Differences between the groups are described in the latter part of the listing; these Demigods: differences can be actual spells usable by one group but not Anti-magic shell (1’) Phantasmal force another, or merely a distinction in the number of times per day a Command, 2 rd. effect (1) Protection from evil/good, given spell can be used by a member of a certain group. Cure light wounds (3) 10’ radius Dispel (evil/good, Raise dead (3) STANDARD DIVINE ABILITIES illusion, magic) (2 each) Remove curse (3) All deities have the following powers and abilities in Finger of death Remove fear common, each usable at will: Gate (1) Summon4 Heal (1) Symbol (1) Astral & ethereal travel Geas Holy/unholy word (1) True seeing (2) Comprehend languages Infravision & ultravision Invisibility Wall of force Continual darkness Know alignment Limited wish (1) Continual light Levitate Cure (blindness, deafness, Mirror image disease, feeblemind, Polymorph self Notes: insanity) Read languages & magic 1 — Control environment subsumes both control temperature Detect (charm, evil/good, Teleport (no error) and control weather. It actually allows the greater god to illusion, invisibility, Tongues adjust the surroundings of his or her immediate environment lie, magic, traps) to suit his or her desire, even if the change is radical. The In addition, each group of deities has other particu- area of control extends from a 12” radius to a 72” radius lar powers and abilities, as described below. A number depending on how radical the change required is. in parentheses after a listing indicates the times per 2 — A greater god can summon from one to six creatures of the day the power can be used; lack of a number means the same alignment as the god, and all of the same type, with the power is usable as often as the deity desires. total hit dice of the creatures so summoned not to exceed 40. 3 — The summon power of a lesser god can bring from one to Greater Gads: three creatures of the same alignment as the lesser deity. Anti-magic shell (2) Protection from evil/good, Each must be of the same sort as the others summoned. No Command, 4 rd. effect (2) +3, 30’ radius more than 25 total hit dice of creatures can be so called. Control environment1 Quest (2) 4 — For demigods, the summon power is limited to one or two Cure critical wounds (3) Remove curse creatures of not more than 20 total hit dice. Again, creatures Death spell (2) Remove fear must be of the same alignment and (if more than one is Dispel (evil/good, Regenerate summoned) of the same type. illusion, magic) (8 each) Restoration (3) Fly Resurrection Note that the psionic disciplines possessed by deities are not Gate (3) Shape change (3) given. Each DM will decide personally what these are to be, Globe of invulnerability (1) Summon2 keeping in mind the other powers and general bent of the deity Heal (3) Symbol (3) in question. Holy/unholy word (3) Time stop (1) Finally, brief information regarding the worshippers and cler- Improved invisibility Trap the soul (2) ics of each deity is given in each individual treatment. The data Improved phantasmal force True seeing (5) is general and should be expanded upon. This does include Polymorph any object (1) Vision (1) spell powers or other special abilities of clerics of deities where Polymorph others (3) Wish (2) no special power or ability is given.

D RAGON 23 HEIRONEOUS he has the power to create an illusion roneous triumphant. A copper statue of (The Invincible) which makes him appear as a young boy, the deity, armed with a silver battle axe Lesser God a mercenary soldier, or an old man. In and covered in silver mail, with seven Chivalry, Honor, Justice, Valor, Daring the latter guises he will be garbed ap- silver bolts radiating from behind his ARMOR CLASS: -4 (plus armor bonus, propriately, but he always wears a suit of head, typically stands behind the altar. typically +5 for a -9 AC) fine, magical chainmail with a bonus of MOVE: 21” +5. At his birth, Heironeous had his skin HIT POINTS: 217 imbued with a secret solution. Weapons NO. OF ATTACKS: 4 under +2 value cause him no harm, shat- DAMAGE/ATTACK: 1-8 +4 (magic tering upon contact (scoring a hit). weapon bonus) +8 (strength bonus) Weapons of +2 quality score only 25% of SPECIAL ATTACKS: See below their normal damage, while +3 weapons SPECIAL DEFENSES: See below score 50%. Only +4 or greater weapons MAGIC RESISTANCE: 80% cause full damage. Note that weapons SIZE: M (6%’ tall) whose magic power would normally ALIGNMENT: Lawful good sever body parts will not do so to Hei- WORSHIPPERS’ ALIGNMENT: Lawful roneous, although they will inflict full neutral, lawful good, or neutral good damage. SYMBOL: Silver lightning bolt His personal weapon is a great magi- PLANE: Seven Heavens cal battle axe (+4) which shrinks to one- CLERIC/DRUID: Nil twentieth of its normal five-foot length, FIGHTER: 17th level paladin/ or back to full size, upon Heironeous’ 12th level ranger willing such. Thus, in another guise, his MAGIC-USER/ILLUSIONIST: Nil weapon is not noticeable. THIEF/ASSASSIN: Nil In addition to his normal attacks, Hei- MONK/BARD: Nil roneous can loose a bolt of energy drawn PSIONIC ABILITY: II from the Positive Material Plane. He can Attack/Defense Modes: All/all draw and loose these lightning-like S:20 I:18 W:19 D:20 strokes as frequently as once every 7 C:20 CH:19 rounds, but he can cast no more than seven such bolts in any given week. Creatures of the Prime Material Plane suffer 5-30 points of damage from a stroke, those of the Elemental Planes suffer only 5-20 points of damage, as do those of the lateral neutral planes (Law- ful Neutral-Chaotic Neutral). The ener- gy bolt does no harm to inhabitants of the Positive Material Plane or those of the Upper Planes. It causes 10-60 points of damage upon those native to the Low- HEXTOR er Planes (Lawful Evil-Chaotic Evil), and to all undead creatures as well. Den- Lesser god izens of the Negative Material Plane , Discord, Conflict, Fitness suffer 15-90 (15d6) points of damage ARMOR CLASS: -5 (plus armor bonus, from a stroke. (A wand of negation or a typically +3 for a -8 AC) sphere of annihilation can effectively MOVE: 24” discharge the stroke without harm.) HIT POINTS: 200 The bolt strikes but a single target. It is NO. OF ATTACKS: 2, 4, or 6 (see below) not magical in nature. It always hits its +6 (strength bonus) target. Range is 70’. Casting time is 1 DAMAGE/ATTACK: By weapon type segment. Duration is instantaneous. (see below) Heironeous has all of the powers typi- SPECIAL ATTACKS: See below cal of a lesser deity. SPECIAL DEFENSES: +3 or better There is great enmity between Hei- weapon to hit roneous and his brother, Hextor (q.v.), MAGIC RESISTANCE: 90% who chose a different course. Each seeks SIZE: M (6½’ tall) to destroy or thwart the other. ALIGNMENT: Lawful evil Worshippers of Heironeous are found WORSHIPPERS’ ALIGNMENT: Lawful everywhere, but are particularly likely to neutral, lawful evil, or neutral evil be found among those who follow mil- SYMBOL: Six red arrows fanned itary professions or do heroic deeds. to point outwards Heironeous is the champion of rightful Clerics of Heironeous are especially PLANE: Acheron combat and chivalrous deeds. Likewise, warlike, always wearing chainmail. Their CLERIC/DRUID: Nil he is the deity of those who fight for robes are dark blue with silver trim indi- FIGHTER: 16th level fighter honor and strive for order and justice? cating their station. At 11th level, clerics MAGIC-USER/ILLUSIONIST: Nil Heironeous often leaves the Seven Heav- of Heironeous can, in addition to their THIEF/ASSASSIN: 12th level assassin ens in order to move around the Prime normal spells, use a bolt of energy once MONK/BARD: Nil Material Plane, aiding heroic causes and per week. Places of worship of Heirone- PSIONIC ABILITY: II championing Lawful Good. ous are usually adorned with blue trap- Attack/Defense Modes: All/a// Heironeous is tall, with coppery skin, pings, silver, and occasionally windows S:18/00 I:18 W:16 D:19 auburn hair, and amber eyes. However, of colored glass depicting scenes of Hei- C:20 CH:18 (-2)

24 NOVEMBER 1982 Hextor, Champion of Evil, Herald of power, although he is also able to use a Whether Iuz is a human who has be- , Scourge of Battle, is the deity of symbol spell {discord) as if he were a come demon-like through the centuries, many soldiers and fighters who deem magic-user, but only once per day. He or whether he is a semi-demon (as some lawful evil most fit to rule, admiring war lays the dweomer by merely tracing the suggest, a by-blow of Orcus), no mortal and discord. Of course, others besides symbol with his finger. knows. He is, however, the first known those of military calling follow him. Hex- Hextor also is prone to carry a magic godling of Chaotic Evil; his wickedness tor dwells on the Planes of Acheron, but device, the Trumpet of Acheron, with and treachery are infamous throughout can wander to those of Hell or even Nir- him. This instrument can be winded the Flanaess. (See the WORLD OF vana. Most frequently, though, Hextor once every six days. When sounded, it GREYHAWK™ Gazetteer, under the pol- treads the Prime Material Plane in search calls forth from 6-60 skeletons which itical heading Iuz.) of warfare, aiding lawful evil, opposing obey Hextor’s command. Once every six This cruel being can appear as either a good. Especially does Hextor seek to years, the Trumpet of Acheron can massive (7’ tall), fat man with demoniac overthrow those serving Heironeous summon a horde of 60-600 skeletons features, reddish skin, pointed ears, and (q.v,). The latter is his half-brother and and 30-300 zombies. long, steely fingers, or as an old and chief enemy. When Heironeous chose Hextor otherwise has the powers typi- wrinkled mannikin of scarcely 5’ height. lawful good, Hextor opted to serve lawful cal of a lesser god. Either or both might be Iuz’ true form. evil. Since Hextor was always inferior to Places of worship of Hextor are grim, Iuz rules a portion of Oerth, a horrid his half-brother, the Lords of Evil grant- dark, and bloody. Major shrines and territory which bears its master’s name, ed Hextor six arms, instead of only a pair, temples are usually built on some field of from the cursed city of Molag. Few crea- so as to be able to best Heironeous and slaughter. His clerics wear black robes, tures beyond the boundaries of this do- all other opponents. adorned with white skulls or gray vis- main will speak his name, let alone adore Hextor appears as a normal, hand- ages embroidered thereon. Only the him. some man when in disguise, for he can higher-level clerics have arrows of hate In his demoniac form, Iuz prefers to cause four of his arms to meld with his and discord in red, lower-level clerics wield a great, magical +3 two-handed torso whenever he so desires. His com- being permitted gray ones. Much chant- sword, although he can use other wea- plexion is fair and his hair jet black, as ing accompanies all ceremonies honor- pons. In any guise, Iuz can use his ex- are his eyes. He is well spoken and ing Hextor. Wind instruments sound dis- ceptionally long and sinewy digits to charming, a hale fellow and a man’s man, cordant tones, shouts and screams are claw and strike and strangle. If he strikes yet irresistible to women. He can con- voiced, and iron weapons are struck dur- thus twice, a strangling grasp is indicat- verse with sages, reason with philoso- ing such an offery. Priests of Hextor are ed, and the victim will die in 2-5 rounds phers, argue with clergy, discuss arcane trained in assassination, so that at the unless freed. In his mannikin-like form, secrets with dweomercraefters. When in gaining of sixth level of clerical ability, Iuz has the ability to generate a disgust- his true form, however, Hextor is gray of one level of assassin ability is also ing spittle which he can expectorate skin, lank-haired, with red-rimmed eyes gained. Thereafter, every two levels of once per round. This substance ages the bulging from a visage horrible to look advancement in clerical skill means one victim struck by 1-6 years (no saving upon. Then he cares only to fight and level of gain in assassin ability. The max- throw) and withers the area struck, slay. imum. level attainable in assassin ability numbing a member and making it use- In battle, Hextor draws two great bows is sixth, which is reached by a cleric less for 2-5 rounds. His wrinkled visage (24” range) which fire iron-barbed shafts upon attaining 16th level in that class. has a negative charisma of -4. This of +3 quality and inflict 10-15 points of Hextor is much honored in the Great causes awe (revulsion) of -55% and af- damage (d6+9) per hit. At close range he Kingdom. fects creatures with up to 6 hit dice. employs two spiked bucklers and four Iuz is rumored to have a soul object weapons. The bucklers can be employed IUZ secreted on the Abyssal Plane dominat- as weapons if his opponents have eight ed by the demoness Zuggtnoy, with or fewer levels or hit dice; otherwise, (the Old) whom he is known to consort. He is thus Hextor attacks four times per round. His Demigod free to roam outside his domain without typical weapons are: Oppression, Deceit, Wickedness, Pain fear of permanent harm. He is also said Two bucklers, 7-10 (d4+6) each ARMOR CLASS: -4 (-8 with cape) to wear an old, short cape. This covering One +2 fork, 9-16 (d8+8) MOVE: 18” conveys an additional 20% magic resist- One +3 scimitar, 10-17 (d8+9) HIT POINTS: 165 ance and serves as +4 protection as well. One +2 flail, 10-15 (d6+9) NO. OF ATTACKS: 1 or 2 In addition to his various abilities listed One +3 morning star, 11-17 (2d4+9) DAMAGE/ATTACKS: By weapon type here, Iuz also has all powers typical of a Hextor wears armor consisting of iron or 2-5/2-5 (+9 strength bonus) demigod. scales’ with strips of metal at shoulder SPECIAL ATTACKS: See below and cuff. A corselet of iron guards his SPECIAL DEFENSES: +1 or better waist and groin. His legs are greaved. weapon to hit This armor is +3 and everywhere deco- MAGIC RESISTANCE: 45% rated with skulls. Around his neck is the (65% with cape) Symbol of Hate and Discord, the six red SIZE: M arrows of Hextor, hanging from a chain ALIGNMENT: Chaotic evil of crudely wrought iron links. WORSHIPPERS’ ALIGNMENT: Evil (any) In addition to the powers normal to his SYMBOL: Grinning human skull station, his fighting ability, and his as- PLANE: Prime Material (Oerth) sassin’s skill, Hextor is able to arouse CLERIC/DRUID: 16th level cleric discord in a radius of 60’. Friends will FIGHTER: Nil argue with friends, irksome things will MAGIC-USER ILLUSIONIST: Nil/Nil become hatreds, and petty jealousy will THIEF/ASSASSIN: 16th level assassin grow to seething rage. Victims with 7 or MONK/BARD: Nil/Nil more levels or hit dice are given a saving PSIONIC ABILITY: III throw versus magic. The effect lasts six Attack/Defense Modes: All/all rounds. Without his Symbol of Hate and S:21 I:18 W:20 D:18 Discord, Hextor does not have such C: 18 CH:18 (-4)

D RAGON 25 There is great enmity between Iuz and St. Cuthbert (q.v.). This is carried on by the servants of Iuz and St. Cuthbert’s followers as well. Clerics of Iuz dress in rusty black (their master’s favorite color) or white streaked with rust-red blood stains. At third level they gain the ability to change self once per day. Their ceremonies in- clude the burning of foul-smelling sub- stances, the beating of great drums and the clangor of bronze bells, and blood sacrifice whenever possible. Places of service to Iuz must be old, filthy, and dark. Altar services are typically of bone and include many skulls. ST. CUTHBERT (. . . of the Cudgel) Lesser god Wisdom, Common Sense, Truth, Forthrightness, Dedication, Zeal ARMOR CLASS: -3 (-8 if in his plate mail) MOVE: 21” HIT POINTS: 224 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type, +8 (strength bonus) touch); know ‘alignment (once/day); places of worship, wayside shrines and SPECIAL ATTACKS: See below tongues; exorcise (once/month); and small, crude chapels are usual. His fol- SPECIAL DEFENSES: +3 or better remove curse (7 times/week). lowers are found mainly in the Central weapon to hit St. Cuthbert hates evil, but his major Flanaess, around Greyhawk, the Wild MAGIC RESISTANCE: 80% interest is in law and order and the dual Coast, Urnst, and Verbobonc. (See The SIZE: M work of conversion and prevention of Village of Hommlet, Dungeon Module ALIGNMENT: Lawful good (neutral) back-sliding by “true believers.” He sel- T1.) A great rivalry exists between those WORSHIPPERS’ ALIGNMENT: Lawful dom leaves his plane, unless some great who follow St. Cuthbert and the follow- good — lawful neutral duty brings him forth. When on the ers of Pholtus (of the Blinding Light). SYMBOL: Wooden billet, starburst, Prime Material Plane he will sometimes crumpled hat appear as a manure-covered yokel, a PLANE: Arcadia brown-and-green-robed wanderer, or a CLERIC/DRUID: 22nd level cleric/ slight and elderly tinker. In these guises 8th level druid he tests the doctrine of the faithful or FIGHTER: Nil seeks new converts. He can gate to or MAGIC-USER/ILLUSIONIST: Nil/Nil from Arcadia or the Prime Material Plane THIEF/ASSASSIN: Nil/Nil at will. He otherwise has the powers of a MONK/BARD: 7th level monk lesser god. PSIONIC ABlLITY: VI There are three orders of the priest- Attack/Defense Modes: All/all hood of St. Cuthbert: S:20 I:10 W:23 D:19 Members of the order of the Chapeaux C:25 CH:19 dress in varying garb, but all wear crumpled hats. They seek to convert St. Cuthbert appears as a stout, red- people to the faith. When they attain faced man, with a drooping white mous- third level, clerics of the Chapeaux order tache and flowing white hair. He wears gain the ability to cast one shillelagh simple plate mail of +5 magic value. Atop spell per day. his helmet is a crumpled hat, and a star- Members of the order of the Stars wear burst of rubies set in platinum hangs on dark green robes with a starburst holy his chest. symbol of copper, gold, or platinum (de- In his left hand he carries a billet of pending on their status). They seek to wood. This bronzewood cudgel is actu- retain doctrinal purity amongst the faith- ally a +3 weapon equal to a morningstar ful. Clerics of the order of the Stars gain in St. Cuthbert’s grasp. Any human the ability to cast one ESP spell per day touched by this weapon must save ver- upon attaining fourth level. sus magic or be beguiled for 5-20 turns. Members of the order of the Billets are In his right hand is the fabled Mace of St. the most numerous, serving as ministers Cuthbert. This weapon is +5, disrupting and protectors of the faithful. Clerics of (as a mace of disruption), and any “to this order, upon attaining second level, hit” score of a natural 20 permanently gain the ability to cast one friends spell reduces by 1 point the intelligence of the per day. They dress in simple brown and creature struck (magic resistance check russet garments, and wear a holy symbol withstanding). This mace also has the of an oaken or bronzewood billet. following powers: bless (by tapping While St. Cuthbert has many large

26 NOVEMBER 1982 The Kindly Editor of this publication the author’s prose — changes which do various planes. Similarly, the sub-classes allowed me to read the following article not alter the meaning of what was written of mystic and savant, inveterate planar prior to its printing. I have taken the liber- and are, for that reason, not indicated travelers all, have not been fully devel- ty of making one or two minor insertions within the text.) oped as of this writing. Only these cir- and adding several notes where neces- Although Mr. Moore calls the attention cumstances prevent me from being able sary. Without these, the Learned Author of the Gentle Reader to the “unofficial” to place the “official” aegis over Mr. had compiled a work of notable clarity nature of his offering, I must add that it is Moore’s superb effort. This in no way and excellent definition for the AD&D™ about as “official” as is possible at this diminishes it, for the Worthy Author has game system. (Kindly Editor’s note: Sig- time. A considerable amount of material devised much from little. Better still, he nificant insertions and alterations from is currently in development. Steve Marsh, has done so in a manner befitting the Mr. Gygax are printed in [italic type in- Eric Shook, , and this game and the spirit of the rules. What side brackets]. Both yours truly and Mr. Humble Writer are developing modules more needs be said? Read, enjoy, and Gygax have also made minor changes in and/or rule materials pertaining to the then employ!

and is much feared by travelers in the such. Creatures of any alignment may be Astral Plane unless they are of godlike met traveling along the plane going to or level and talent. The Psychic Wind may from the Prime Material. If there could be cause a vortex to disconnect from one said to be a particular philosophy or plane and reconnect with another, stir- ethic associated with the Astral Plane, it The Astral Plane is a superdimension- ring up the contents of the vortex so that might be the spirit of travel, the seeking al space that permeates every point of they are randomly distributed or lost. of knowledge, and the use of gateways the three-dimensional Prime Material Severe manifestations of the Psychic to new worlds. Several deities concerned Plane, which inhabitants of AD&D™ Wind may even cause silver cords (see with travel, knowledge, and gates are worlds know as the physical universe below) to break, unless the traveler to known to live on the Astral Plane. (containing planets, worlds, stars, galax- whom the cord is attached can resist the There is no solid material in the Astral ies, etc.) From the Prime Material, the magical stresses. Plane aside from the wayfarers within it, Astral Plane extends out to each of the It becomes obvious that beings may some random bits of debris, and [a few first (or upper) layers of the various use the Astral Plane for moving about small “islands,” some with] built struc- Outer Planes, but does not touch any within their own universe or to parallel tures. To those passing through it, the other layers besides these. [The Astral Prime Material Planes, as well as visiting Astral Plane appears to be a blurred Plane also touches (or contains) certain the homes of the gods on the Outer silvery color all around, as if the travelers Partial Planes, Demi- Planes, and Semi- Planes. The most commonly used were suspended weightless within a great Planes.] Astral space is filled with great methods of traveling the Astral Plane in- silver atmosphere. Mists may be seen at currents of energy and matter that flow clude the use of spells (Astral Spell, times, and sometimes star-like objects between the various Prime Material and Plane Shift, or a spell like Gate or Wish), are seen in the distance. Other strange Outer Planes; aside from these currents, psionic disciplines (astral projection or phenomena have been reported as well. or vortices, the Astral Plane is literally probability travel), and magical devices Objects in astral space are weightless filled with nothing. The contents of a vor- or artifacts. Some beings and monsters but still have mass and can cause dam- tex may travel to and from an Outer are innately capable of astral travel, such age. It is conceivable that there may be Plane’s first layer and one or more Prime as certain demons, shedu, etc. The me- dwellings on the Astral Plane built by Material universes; nothing may enter thod of travel being used by an encoun- great wizards, clerics, or godlings; in a the “nothingness” outside the vortex. tered being or beings may well deter- weightless environment these buildings At various times for unknown reasons, mine the group’s size, composition, pos- could be of any shape, and might wander the energy flow within a vortex may sessions, and so on as detailed in the randomly from to Outer change its direction or its rate of flow; section on encounters below. Plane, or across the various Prime Mate- such an event is called the Psychic Wind, The Astral Plane has no alignment as rial universes.

D RAGON 27 be with magic-users. Those directly casting an Astral Spell will be of levels 18-23; those using an Astral Spell scroll will be of levels 11-18. Once in 20 times (5%), the encoun- Very few creatures are known to be vary widely from race to race or individ- tered spell-user will be an illusionist native to the Astral Plane; as stated be- ual to individual. [savant]. The illusionist will be of level fore, nearly everyone there is just “pass- Prime Material creature — Some Prime 14-19 if directly casting an Astral ing through.” Because of the great num- Material Plane creatures have a sensory Spell, and of level 10-15 if using an ber of creatures that could be encoun- awareness of beings passing “close by” Astral Spell scroll. tered there, and because some DM’s in the Astral Plane, and have the power Spellcasters are not likely to go into might like to create and use their own to harm such beings as well. Common any plane without assistance. Clerics us- monsters from the Outer Planes, an al- examples of such creatures include the ing Plane Shift to reach the Astral Plane ternative to the Astral Encounter Table basilisk, catoblepas, cockatrice, gorgon, are 95% likely to have 2-7 companions in Guide is sug- and medusa; enterprising DM’s could with them, two of which will be hench- gested below. Each encounter type undoubtedly create more monsters of men and the rest being allied characters. should have its own subtable of specific this sort. Creatures like these that can Henchmen will be of a level determined creatures, set up by each DM. project their influence into the Astral as per the DMG; allied characters will be Plane can likewise be attacked by beings of a level equal to the cleric’s level minus Table One: Astral Encounters on the Astral Plane, though no other three, plus 1d4 (thus, a 15th-level cleric d% roll Encounter type Prime Material creatures or objects could would have allies of levels 13-16). All 01-60 Outer Planes creature be affected by anything in astral space. other particulars of the spell casters, (in transit) Only astral travelers who are “adjacent” henchmen, and allies should be deter- 61-75 Miscellaneous creature to another plane (a term to be explained mined from the Character Subtable, Ap- (in transit) more fully later in this article) will have a pendix C (Random Monster Encounters) 76-90 Prime Material creature chance of meeting these creatures. All of the DMG. All spell casters using Astral (on Prime Material Plane) other times, the encounter must be re- Spell will be 90% likely to have 2-5 com- 91-95 Character encounter rolled for astral travelers if this particular panions, 2 of which will be henchmen of 96-99 Deity encounter category is indicated. the spell caster; all particulars of the 00 Non-living relic Character encounter — The vast ma- group are determined as above. jority of characters met on the Astral Device — Any class, race, or level of Explanation of results: Plane are likely to be human, but some character could be encountered while Outer Planes creature — This catego- demi-humans or part-humans may be using a magical device that permits trav- ry includes all beings originating on an encountered as well. A special encoun- el to or through the Astral Plane; it is very Outer Plane, who happen to be in astral ter subtable (Table Two) is needed to unlikely, though, that lower-level char- space going to or from the Prime Mate- determine the method of astral traveling acters will be met because of the dangers rial Plane. Common examples of such employed by a character group, which of astral travel. Some typical devices that beings include demons, devils, daemons, may determine the group’s size and some could be used to reach the Astral Plane ki-rin, lammasu, titans, and shedu. Dun- other characteristics. are the Amulet of the Planes, the Cubic geon Masters could include other crea- Gate, the Well of Many Worlds, or some tures, such as those which have been Table Two: Method of astral travel like device invented by the game referee. featured in various issues of DRAGON™ d% roll Character group traveled via: DM’s should develop subtables listing Magazine, as well as a smattering of ran- 01-70 Spell (cleric, [mystic,] magic- the different sorts of devices being em- domly generated beasts from the lower user, [savant,] or illusionist) ployed, since there is such a wide variety planes using tables in the later editions 71-95 Device (miscellaneous magic of them available. Device-using charac- of the DMG, and some creatures deve- item or artifact) ters encountered will be between 7th loped by the DM personally, to fill out an 96-99 Psionics and 18th level (d12 + 6) with classes de- encounter subtable for this category. 00 Special termined as per the Character Subtable Any beings from an Outer Plane are like- Spell — Encounters with beings travel- in the DMG. Note that some devices ly to be on a mission for their deity, or on ing by magical spells are 85% likely to be permit use by one person only; these personal missions as determined by the with persons who directly cast such a brave souls would be of a generally DM, related to the alignment(s) of the spell and 15% likely to be with those who higher level than usual (15th-18th) and being(s). Deities (including the two sin- used a scroll to cast the spell. The dis- could, at the DM’s option, have more gular dragon types, demon princes, arch- tinction is important because scroll-users magical items or special characteristics devils, and so forth) should not be on this will probably be less powerful than cast- than normal. subtable. ers. If a spell-user is indicated, deter- The category of devices also includes Miscellaneous creature — This cate- mine the class and level of the caster the use of artifacts; DM’s may set a 1% gory is for assorted astral wanderers like according to these guidelines: chance of any device-using group actu- intellect devourers, rakshasa, aerial ser- Half (50%) of all encounters with ally possessing and using a plane-shift- vants, invisible stalkers, liches using astral spell-users will be with clerics ing artifact. An item of this sort could be psionics or spells to go astral, and all [mystics], of a level determined ran- the Codex of The Infinite Planes, or a those other creatures not easily charac- domly: 11-20 for actual spell casters wandering ship or tower as described in terized. Berbalangs and astral searchers or 9-12 for scroll-users. Of the actual the Elric sagas by Michael Moorcock. (from the ™ Tome), for ex- spell casters, clerics of levels 11-15 Party size in an artifact-using group ample, could be listed in this subtable. will have used a Plane Shift spell and could vary widely, and these groups Other races besides those used as player those of higher level will be using an should be made up prior to play as spe- characters in the AD&D game could be Astral Spell. Of the clerical scroll us- cial encounters. included, if some individuals of those rac- ers, 75% will have used a scroll of Psionics — Of all psionics-users en- es had magical or psionic abilities per- Plane Shift, and the other 25% will countered astrally, [90%] will be human, mitting astral journeying — mind flayers, have employed an Astral Spell scroll. with [elves having a 5% chance of being for instance. Reasons that miscellane- Slightly less than half (45%) of all met,] dwarves and each having ous beings have for astral travel would encounters with astral spell-users will a 2% chance of being encountered, and

28 NOVEMBER 1982 the remaining 1% being random other Referees should use common sense and caution races. Class and level should be deter- mined as per the guidelines for device- in having the group meet a deity; some deities using travelers. Some 50% of all psion- would have no business on the Astral Plane ics-users in the Astral Plane will be using astral projection and be traveling alone. and should be excluded from encounter lists. The rest will have probability travel; the level of the psionics-user will determine worked out ahead of time by the DM be- such associates is left up to the imagina- how many persons can be brought into cause of their complexity. Character tion and discretion of the referee. the Astral Plane with this power. One or roles (as always) should be played force- Relic — Finally, various items may be two persons with the psionics-user will fully by the DM, as if the NPC’s were the found while traveling the Astral Plane. be henchmen, the rest will be allies; de- DM’s own characters. This category of random relics could in- tails are worked out as per the section on clude lost treasures, bodies [The time- spell casters. The psionics-user should Back to the Table One explanations: lessness/all-time nature of the Astral have at least 40 psionic strength points Deity encounter — A deity of any sort Plane allows revivification at a ratio of in order to permit astral travel as well as is probably the worst (as in most dan- 1,000 years to 1 day, assuming no exten- psionic attack and defense, and will also gerous) thing one could hope to meet uating circumstances.] of monsters or have other major and minor disciplines. anywhere. Referees should make up their characters slain astrally, constructed Special — This is a catch-all category own lists of possible encounters of this dwellings for wizards, priests, or god- for those living persons who have be- sort, including the various arch-devils, lings, and so forth. Referees may make come lost or trapped in the Astral Plane demon princes, and unique dragon-types up lists of things like these to confuse, by any one of a number of means. They from the Monster Manual. On the Astral amuse, or abuse player characters find- may have been caught in a Portable Plane it may be possible to meet almost ing them. Any treasures found should be Hole-Bag of Holding explosion, cursed any deity, though lesser deities may be of generally low worth, with occasional by a deity or magic-user, hit with an more common than greater ones and high-value or cursed/trapped items ap- enemy’s Plane Shift, attacked while demigods more common than either of pearing. [Matter “islands” range from a under a Duo-Dimension spell, caught in the others. Referees should use com- few cubic rods to several miles in ex- a Sphere of Annihilation-Gate cataclysm, mon sense and caution in having the tent.] Constructed dwellings [whether cast out of the Ethereal Plane by an Ether group meet a deity; some deities would on “islands” or alone] should be ex- Cyclone, stoned while astral by a medu- have no possible business being on the tremely rare at best! sa or similar beast, flung there by a mal- Astral Plane, and should be excluded functioning artifact, inside a Portable from encounter lists. The reactions of any living creatures Hole that failed a saving throw and was As with character encounters, the re- on the Astral Plane will always be tainted destroyed, and so forth. Each case is actions of deities should not be checked with caution and watchfulness. Referees special and may be created and arbitrat- randomly, and should be role-played may want to compile notes on each en- ed by the referee as desired. Because fully. Gods will not often go out of their counter, describing the reasons for such people do not age or starve in astral way to do anything when encountering a beings to be in the Astral Plane in the space, such lost souls could have been group of adventurers, unless provoked, first place (traveling on a quest, going to lost for a very long time before they are bored, or of a similar or opposite align- visit associates or friends, planning to rescued. They might express their grati- ment. might try to kill ev- rob or kill other astral travelers, search- tude for being helped by rewarding the eryone he meets; Asmodeus might try ing for something or someone, etc.) and player characters, working for them, or enslaving everyone; Bahamut might as- use this material when role-playing the putting knives in their backs (depending sist (if good-aligned characters are pres- NPC encounters. on alignment and other considerations). ent), and so forth. Obviously, much of this material has [Insanity could come into play.] All Deities should, whenever possible, been very general; however, it is the in- “special” encounters will not be able to have a retinue of lesser creatures with tention of this article to give referees a leave the Astral Plane without help from them who will follow their ruler’s every chance to work out their own ideas of outsiders. whim; these followers may be sent ahead what Astral Plane encounters should be It becomes obvious that all character- to check out any groups they meet, to do like. Every campaign will have different type encounters should be carefully the fighting or talking. The nature of deities, monsters, and other particulars.

form together. The bodies are all linked through a single silvery cord to their material bodies; the cord is capable of stretching infinitely from the Prime Ma- terial to an Outer Plane. Once in the As- Astral space is strange and dreamlike. Astral projection (psionic) tral Plane, the group members may pull Adventurers from other planes find that or Astral Spell apart, move around, engage in combat, they do not get tired, sleepy, or hungry, Characters using either of these means and so forth as they please. However, no and everyone is generally alert. There to go astral should find secure places on one may enter another plane from the are no day/night cycles astrally, so time’s the Prime Material Plane to house their Astral Plane unless he/she is touching passage is difficult to measure. A char- bodies and their possessions that will be the spellcaster or touching someone acter or creature can feel a sense of left behind when their spirits make the else touching the spell caster (the group movement whenever he/she/it concen- voyage. The physical bodies on their should join hands before entering an- trates on moving (travel through astral home plane will go into suspended ani- other plane). Anyone not so linked to the space is a function of thought), but one mation and require little care while the spellcaster when he or she enters a new usually has little idea of how far one is spirits are gone. Travelers using Astral plane will be stranded astrally; the strand- going. No one ages [except at the Spell should hold hands in a circle with ed character can return to the home 1:365,000 rate, as noted] in astral space their spellcaster, who then goes through plane only if slain, in which case the for any reason, even by magical means. all the rituals and causes the group’s material body reawakens (see the sec- The various means of astral travel are: members to enter astral space in spirit tion on Movement and Combat). Astral

D RAGON 29 another plane, either an Outer or a Prime Few spells may be cast across plane boundaries, Material one. The spellcaster or psionic either to or from the Astral Plane or any other, character may purposely try to lengthen the voyage before reaching the other and only certain rare magical devices can affect plane; each such attempt lengthens the creatures on other planes. trip by 3-6 hours, and may result in another encounter check being made projection is similar to Astral Spell in all the group will still be in astral space, but (see below). The return trip from another respects, except that only one person at will now be able to view clearly the envi- plane will take another 7-12 hours. a time may travel by means of this power. ronment of the new plane. If it is another When using either of these forms of Prime Material Plane, this point is as far Probability travel (psionic), astral projection, characters will find as the group can go; they can look about, Plane Shift (spell), or device that all non-magical items on their per- but not enter the plane. If an Outer Plane These methods of travel are similar in sons will be left behind on the home has been reached, the group may then several ways. If a group of persons is plane; only magical items may be brought (while still linked together) cause their able to travel together using one of these along, and many of these will have al- spirits to form material bodies on the modes, they must join hands before the tered capabilities as decribed in the last new plane, and will bring all magical power, spell, or device goes into effect. section of this article. Because this may items with them. Note that those items Group members will be transferred at mean that spell components, armor, and which (for some reason, as detailed in a once, along with all of their equipment weapons, not to mention mundane things later section) became fully non-magical (magical or non-magical), to another like decent clothing, will not be had, when entering the Astral Plane will not plane; if going to an Outer Plane, the spellcasters may use or develop a simple go into an Outer Plane, but may be taken group will not pass through astral space. spell like Nystul’s Magic Aura, which back to the Prime Material. When a However, these travel modes may simply makes an item magical without giving it group is “adjacent” to another plane, take a group to astral space if this is any special powers. Such a dweomer will their presence may only be detected by desired. Once the desired plane has allow items to pass through astral space highly intelligent or powerful creatures been reached, the power, spell, or device to an Outer Plane so long as the spell’s (as per the DMG), or by the use of such transporting the group ceases to work, duration is not exceeded [prior to going things as a Detect Invisibility spell or and the group may split up and move to the plane]. Things that become non- Dust of Appearance. Few spells may be about as desired. Leaving the plane is magical in astral space or on an Outer cast across plane boundaries, either to done in the same manner used to arrive Plane, should this spell wear off, will not or from the Astral Plane or any other, and at the plane. be carried into another plane until the only certain rare magical devices can af- It is obviously possible for someone to spell is renewed. fect creatures on other planes. It is con- strand characters on other planes using The spellcaster will receive an instinc- ceivable that a deity may cause certain any of these travel modes. Stranded tual warning when he or she has arrived sections of an Outer Plane to be “opaque” characters will not be able to leave the at the point where astral space connects so that no one may spy on that area from plane they are left on unless given as- with the Outer Plane or Prime Material the Astral Plane, and no one (except the sistance, or unless they possess spells, Plane desired. At this point, when all tra- deity and minions) may enter that area powers, or devices to help them leave. velers are joined together again, the from astral space. No silver cords are formed using any of spellcaster can will the group to move Astrally projecting characters will tra- these travel modes; instead, the charac- “adjacent” to the new plane; at this point vel for some 7-12 hours before reaching ters’ bodies have been brought along.

The Psychic Wind may lengthen an astral voyage and produce more encoun- ters. There is a 5% chance (non-cumu- lative) of encountering the Psychic Wind per plane crossed, including alternate Prime Material Planes, or solar system traveled to. To determine the effect of a When using either form of astral pro- planar travel will undergo one encounter Psychic Wind, roll a 20-sided die and jection (astral projection or Astral Spell), check upon arriving at the Astral Plane, apply the appropriate result from the fol- three encounter checks are rolled during and another check every four hours or so lowing list: the journey. One is made immediately at thereafter until they leave the plane. 1-12: Travel slowed by 3-6 hours; the start of the voyage, to see if any be- An encounter check is made using a one additional encounter check rolled. ings are “adjacent” to the Prime Material 20-sided die. A roll of 1 on the die indi- 13-16: Blown off course; party lost Plane at this locale; it may be possible to cates that an encounter will occur, and for 2-20 days (one encounter check encounter certain Prime Material mon- the specific type of encounter should every 4 hours, but no Prime Material sters (like catoblepas) which can project then be rolled. creatures can be met) and then must magical attacks into the Astral Plane, if If a spellcaster or psionic using astral return to their physical bodies and try any are nearby. Another encounter check projection wills the voyage to be slowed again. is made near the midpoint of the voyage, down, an additional encounter check is 17-19: Blown off course, but with no deep into the Astral Plane (no Prime made for every four hours the journey is extension of travel time; a random Material monsters like the medusa or ca- lengthened (see the section on astral plane bordering the Astral Plane is toblepas will be encountered around projection/Astral Spell, above, for nor- arrived at. here), and the last check is made when mal and modified travel times). 20: Psychic Wind storm; travelers the group comes “adjacent” to another plane. If this plane happens to be anoth- er Prime Material Plane, then obviously The Psychic Wind is not a ‘wind’ as such: when it medusae and the like may be met, if any exist on that plane. occurs; the . . . characters will be in virtual darkness Characters using any other form of all around, but will feel no actual wind blowing. 30 NOVEMBER 1982 who are using astral projection or As- and must return to the starting point The Psychic Wind is not a “wind” as tral Spell must make a saving throw where their physical bodies are. Those such; when it occurs, the silvery atmo- vs. magic (for the spell caster or psio- who are not astrally projecting will be sphere of astral space darkens consid- nit), or the silver cord snaps and all lost for 4-40 days and will only there- erably. During a Psychic Wind storm, the are slain irrevocably. If the save is after be able to use a spell, power, or characters will be in virtual darkness all made, the group or person will be lost device to leave the plane; before then, around, but will feel no actual wind blow- for 4-40 days (make one encounter the turbulence in the plane prevents ing. Light spells will function normally check every 4 hours during this time) such travel. during this time, however.

date. Long ranges are extended on the Astral Plane for missiles of any sort, be- cause of the lack of gravity; short and medium ranges remain the same. The maximum range of any missile weapon Movement through the Astral Plane is since it takes place in a weightless, is doubled, so a longbow (for instance) accomplished by concentrated thought. three-dimensional space. A detailed would have a long range of 14”-42”. For every point of intelligence a being simulation of this would probably best Smart players may find it interesting has, a maximum of 10” (yards) per min- use a hexagonal or square-gridded play- and helpful to develop special tactics for ute (melee round) may be moved; thus, a ing surface (without terrain features). astral combat, such as surrounding slow- character with a 12 intelligence can move Paper counters could be used to show er opponents and setting up defensive as fast as 360 feet per minute, or 6 feet how far above or below the playing sur- shields against the faster ones. Grap- per second. It does not make sense to try face someone or something is located, pling and pummeling are possible astral- to measure the distance from one place to simulate a third dimension. Counters ly, but not overbearing. to another, as the plane itself is moving could also be used for each character Astral characters take damage as usu- (the way wind blows around a flying involved in the melee. This system is sim- al in AD&D melee combat. Those who bird) and such distances cannot be ex- ilar to the one used in many outer-space entered the plane by Gate, Plane Shift, pressed in conventional terms. Move- combat games; the difficulty comes in device, or any other method in which the ment rates are useful in working out me- having to calculate trigonometric dis- physical bodies of the characters are lees or explorations in astral space. tances between two points in three- brought along can be wounded and slain Sighting distances are much greater dimensional space. The scale that might in combat; their bodies and equipment than normal in this plane. Surprise rolls work best for such games might be to can be recovered afterward, and attempts are made as usual; unsurprised charac- have hexes or squares 30 feet across (in may be made to raise them from the dead ters may see larger-than-man-sized be- game scale) with each move taking one as usual [See previous note on the 1,000- ings at a range of 50-500 yards, and man- minute. If this proves too complex, then year-to-1-day ratio.]. Any character who sized or smaller beings at 30-300 yards. a simpler two-dimensional system may enters the Astral Plane by a form of astral A surprised party has only one-tenth the be used, ignoring the height/depth fac- projection, psionic or magical, and takes normal sighting range to their opponents. tor on the playing surface. sufficient damage in combat to be slain, Evasion may be attempted after sighting Though the Astral Plane has no sourc- will be immediately returned in spirit an opponent, and is automatically suc- es of gravity, combatants are not thrown form to his or her home plane. The earth- cessful if the least intelligent member of off balance by swinging swords, casting ly bodies of these “slain” characters will the evading party is smarter (more intel- spells, and so forth, because all move- not be immediately awakened, however; ligent) than the most intelligent member ment and orientation are governed by the psychic trauma of being slain sends of the pursuing party. It is possible, of mental effort; characters fight, move, the body into a coma lasting 2-5 days, course, for a party to split up so that only and act as if each were moving along a from which the character cannot be re- its slower members will be caught by stable surface. Obviously, no two char- awakened without use of a wish. A sys- pursuers; however, if some beings are acters need appear to be moving along tem shock roll must be made during this joined together by holding hands or oth- the same “surface,” and one could move time, and if the roll fails, the character er means, their speed will not exceed along just as well upside-down relative dies when the coma ends, The character that of the least intelligent being. Sud- to everyone else in the party. cannot then be revived by any means den stops and turns are possible astrally, The only problem that will occur in short of a wish. If the system shock roll and travelers will not be subject to any combat is in using missile weapons or succeeds, the character will regain con- form of motion sickness no matter what thrown items. Because everyone is used sciousness, possessing but 1 hit point they do. to adjusting missiles or thrown weapons upon awakening, and healing progresses Encumbrance affects a character’s to take into account the effects of gravi- normally. Until such time as the charac- movement rate: for every 100 g.p. (10 ty, persons who fire or throw missiles will ter regains more than half of his or her lbs.) weight a character is carrying, the find their aim poorer at first. Missile fire lost hit points (by normal healing, po- movement rate for that character is will initially be made at a -6 penalty “to tions, ointments, etc.), no spell casting is slowed by 10 feet per round. Strength (or hit”; each subsequent missile fired by possible, movement is reduced by half, lack thereof) does not affect astral en- the same character will gain a +1 modifi- and attacks are made at, a -4 penalty “to cumbrance at all; intelligence is the limit- er “to hit,” cumulatively, until this penal- hit” because of weakness. ing factor. An unconscious person or ty is removed. However, once a person The magical items possessed by an one who is not concentrating on move- leaves the Astral Plane, this adjustment astrally projecting character who is slain ment may be carried by another person if is forgotten and must be “re-learned” on the Astral Plane will be returned to the so desired, at the carrying person’s upon re-entering the plane at any future Prime Material with the character’s spirit movement rate (with a deduction for the encumbrance of the burden being car- ried). Magical items have no effective Though the Astral Plane has no sources of gravity, weight for astral encumbrance purposes, combatants are not thrown off balance by swinging but only if they are still magical in astral space. swords, casting spells, and so forth, because movement Combat in the Astral Plane is peculiar, and orientation are governed by mental effort.

D RAGON 31 if they: 1) still retain some magical prop- be unable to leave the plane without unless the spell caster or psionic initiat- erties on the Astral Plane; 2) were physi- help. It is impossible, by the way, for a ing the travel can make a saving throw cally worn or carried by the character at character to assume a physical shape vs. magic. If the deity’s magic-resistance the time of “death”; and 3) make a saving different from his or her normal, earthly roll fails on the first severing attempt, throw vs. magic. All other items of a non- body when entering an Outer Plane. subsequent rolls may be made without magical nature will be left behind on the There are very few creatures able to requiring another successful “to hit” roll Astral Plane, but may be recovered by cut a silver cord. As mentioned in the against the silver cord. other characters. DEITIES & DEMIGODS™ Cyclopedia and Any character wounded while on the If the earthly body of an astrally pro- the Dungeon Masters Guide, the Psy- Astral Plane will not normally recover jecting character is slain while the char- chic Wind may tear the cord loose, but any lost hit points, no matter how long a acter is in astral space, [the silver cord is this is a rare happening. The most dan- time is spent there. [Obviously, however, sundered and] the character’s spirit van- gerous opponents astrally are deities; a after 365,000 days of relative rest a nor- ishes at once, leaving all material pos- demigod or god may elect to cut the mal character would regain 1 hit point.] sessions behind. The character is irre- silver cord of a group, and can do so by Only the use of magical devices or spells, vocably dead. If the material body is moving adjacent to the cord trailing be- or the psionic discipline of cell adjust- slain after the character has formed a hind the group, making a “to hit” roll ment, will allow the recovery of lost hit new body on an Outer Plane, the charac- against AC 0, and successfully rolling points astrally. Once a wounded charac- ter (with whatever possessions he or she the deity’s magic-resistance rating. This ter leaves the Astral Plane, wounds may has at that time with the new body) will will automatically sever the cord and be naturally recovered from at the nor- live on in the new form but will, of course, permanently slay the group members, mal day-to-day rates.

Infravision, which relies upon detection of heat sources, useless. A Fireball could go off next to a character, and if the character was just outside the area of effect he or she would not feel the heat As has already been mentioned, many find they have but one opportunity to from the attack. spells will not have their normal effects pray or study for new spells after casting Fire-based spells that are cast at bod- when cast upon the Astral Plane. Some spells on the Astral Plane, and that sub- ies of water on the Astral Plane will have of these spells for various reasons will attempts to recover spells will no effect; they will be smothered imme- have no effect at all, while others will fail because of the magical properties of diately. Any fire spell that strikes a body work only partially or in an unexpected the plane. Clerics will find that certain of ice will usually have no other effect manner. A few spells will not work astral- spells — Commune, Divination and Spir- than to melt the ice down into water, im- ly but will not be forgotten when cast; itual Hammer — will not work on the mediately extinguishing the spell. Be- these spells may be re-cast at a later time Astral Plane unless the cleric’s deity lives cause all objects on the plane are effec- (after the caster returns to the Prime on that plane. tively weightless, flame sources will Material Plane, or perhaps travels to a Unless otherwise stated, a spell caster appear circular; even though one would different plane) when they will take nor- must remain stationary on the Astral expect an open flame to be extinguished mal effect. Spells cannot be cast in any Plane when casting a spell; he or she by its own waste gases if held immobile, case from the Astral Plane to any other cannot think about moving around and this does not occur in astral space. plane, and vice versa; they cannot be perform magic at the same time. Spell Astral travelers, though they will soon cast through Gates and similar devices casting, as in all other cases, cannot be discover that they apparently do not or spells (as noted in TSR™ module Q1), hurried up in any manner, and if a spell is need to breathe in astral space, are still since the true distance between the interrupted, it is lost. Spells may be cast susceptible to attacks of poisonous gas, planes exceeds the spell’s range. from devices and scrolls in a normal drowning, and so forth; the poisonous or Unless a spell caster has taken special manner, as detailed later in this article. foreign material will find its way into the precautions, any traveling done by As- Those spells that normally affect a flat, respiratory tract and do physical dam- tral Spell will result in leaving behind all planar area (such as Bless and Haste) age. These attacks will affect even astral- material components for spells, reduc- will, when cast astrally, affect a spherical ly projecting characters, though as not- ing the spell caster to using only those area with a diameter equal to the normal ed before this will not actually kill the spells with verbal and/or somatic com- spell’s smallest dimension in area of ef- affected characters, but will cause their ponents alone. fect. Thus, Bless affects all within a 5” spirits to return to their home plane. Once a character enters the Astral diameter sphere, Haste and Slow affect Following are listed those spells that Plane, spell recovery (regardless of the all within a 4” diameter sphere, Tongues yield unusual results when cast on the amount of time spent astrally) becomes affects all within a 6” diameter sphere, Astral Plane. When possible, reasons are more difficult. Clerics and druids may and so forth. This does not apply to given for why a spell malfunctions. If not recover any spells except first and spells such as Hold Portal, Knock, and new spells are encountered or created second level ones — unless the deity Wizard Lock, which were designed to af- by characters, the DM should arbitrate they worship normally resides on the As- fect flat surfaces. the effects on the Astral Plane, noting tral Plane, in which case they may recov- The Astral Plane is a poor conductor whenever possible the effects of any sim- er any spell levels. Any spell casters will of heat or cold, making some spells like ilar spells listed here.

animated objects have an effective intel- environment exists astrally. ligence of 0; it could, however, wrap Control Weather: see Conjure Animals. around or strike beings it was next to. Create Water: Unless the spell is cast Aerial Servant: No effect; normally op- Astral Spell: No effect; must be cast on into a container, a large sphere of water ens gate to elemental plane (Air), Prime Material Plane. will be formed (hovering in the virtual Animate Object: Any object animated Commune: No effect; requires contact weightlessness of the plane). To calcu- will have no ability to travel on its own with deity. late the size of such a sphere, note that unless it is thrown or pushed, since all Conjure Animals: No effect; no natural the volume of a sphere is 4/3 r³, that one

32 NOVEMBER 1982 gallon of water is about .1337 ft3, and have a calculator handy. Pi ( ) is about Astral travelers, though they. . . do not need to breathe 3.1416. A sphere of water will do nothing in astral space, are still susceptible to poisonous gas, else in astral space except float. If struck by a sharp-edged weapon, it will be un- drowning, and so forth; the foreign material will find its damaged (the blade passes through it) way into the respiratory tract and do physical damage. for the most part; strikes, with broad, blunt weapons will split the sphere into or associated person traveling via an As- slow an astrally projecting party’s pro- 2-5 smaller spheres of roughly equal tral Spell, it will (if successful) hurl the gress through the Astral Plane by four size. Though water spheres are interest- affected persons to their own plane. It hours, resulting in one extra encounter ing to look at, they are hazardous as well; will not do this to persons who arrived on check while in astral space, but not ne- anything touching a water sphere for the Astral Plane by any other means, cessarily during the spell’s duration. longer than one second will find the wa- psionic or magical. Casting Dispel Mag- Lower Water: This spell will cause all ter adhering to it and flowing over its ic on a silver cord (of an astrally project- free-floating water within its area of ef- surface until the water completely cov- ing traveler) has no effect. fect to move away from the spell caster at ers the touching object. Living beings must Divination: see Commune. a rate of speed equal to the caster’s nor- make a saving throw vs. breath weapon Earthquake: No effect unless cast upon mal astral movement allowance. The re- or choke on water in their respiratory a solid, non-living object of earth, clay, verse of this spell, Raise Water, has the systems; failure to save means uncon- or stone. opposite effect in drawing water directly sciousness one round later and death in find The Path: If cast immediately af- toward the caster at the above speed. 2-5 more rounds thereafter unless the ter an entrance into the Astral Plane, this These spells could be used to save a water is removed somehow (such as by spell will enable astrally projecting char- drowning character (see Create Water). Destroy Water). Those who make their acters to go quickly to their desired Part Water: This spell will cause a wa- saving throws may leave the water sphere plane. There is a 50% chance that only ter sphere (see Create Water) to separ- on the following round by moving out of one encounter check (the usual initial ate into two equal-sized spheres (smaller it at full (mental) speed. The possibilities one) will be required before reaching the than the original) separated by 1”/level of using water spheres as weapons are other plane; in any event, only one “ex- of the caster. This spell may be used to obvious (with Telekinesis, especially; the tra” check will be required at the worst, save a drowning character (see Create Telekinesis-user would have to roll “to and the entire voyage is shortened by Water). hit” with the water sphere as if using a four hours as well. This spell, of course, Raise Dead: If used astrally, there is a missile weapon, with medium and long would have to be cast upon the leading 15% chance that an astral searcher (see ranges determined by dividing the max- spell caster of an Astral Spell- using the FIEND FOLIO™ Tome) will possess imum range of the Telekinesis spell into group to be effective for them. the raised body. Alignment and person- thirds), as are the disadvantages. Flame Strike: This spell will create a 1” ality of the character are randomly Detect Evil/Good: Functions normal- diameter sphere of flames, much like a changed; the referee may elect to have ly, though the plane itself radiates no Fireball, centered on the desired loca- the player use the character as effective- alignment. tion within the spell range; it will do nor- ly a “new” character, or may run the Detect Magic: The entire plane radiates mal damage. character as an NPC. If the creature is magic, making this spell useless to all Gate: No deities will appear through exorcised, then another attempt may be except those who know the proper the Gate unless the Astral Plane is their made to raise the body and true spirit. changes to exclude the “background ra- home. Any other creatures gated in will Resurrection: There is a 5% chance diation” from detection. Such changes know immediately where they are, and that an astral searcher will possess the may be discovered on a 5% cumulative will leave if required to fight a creature or body of the raised character. See Raise chance after each unsuccessful casting party whose experience-point total is Dead for further details. of this spell. two or more times greater than the gated Speak With Animals: This spell will Dispel Evil/Good: This spell will affect creature’s own value. No gated creature work only with normal, non-fantastic any creatures encountered on the Astral will hang around to fight a deity of any animals brought with a person or party Plane of the appropriate alignments, in- sort. Theoretically, one or more persons into astral space. No animals naturally cluding those from other planes. How- could pass hurriedly through a gate occur on the Astral Plane. ever, when used against aerial servants created by a spell and go directly to any Spiritual Hammer: see Commune. and invisible stalkers (and neutrally other plane of existence, but the per- True Seeing: There is a base 100% aligned creatures summoned from other son(s) would also be directly in the pres- chance, less 10% per level of the viewer, planes) there is a chance (1 or 2 on d6) ence of a deity-class being, and this that the awesome of astral space that this spell will not work, because the could prove not to be advantageous. as seen via this spell will overwhelm the neutral creatures were not in the act of Holy/Unholy Word: This spell will af- viewer and cause him or her to remain performing a good or evil deed. Though fect all creatures within its area of effect, inactive for the duration of the spell. all good or evil creatures and characters including the spell caster’s party. Since Otherwise it will function normally. from other planes will be affected by this nearly all beings except some deities are Wind Walk: Aside from causing the spell (no matter the method used to not normally from the Astral Plane, this spell caster and associated persons to bring them to the Astral Plane), no neu- should work against virtually any being become misty and transparent, this spell trally aligned (lawful neutral, true neu- encountered, and will cast its victims will not affect a character’s normal tral, or chaotic neutral) characters will back to their home plane without further movement rate in astral space as deter- be affected unless they are on a mission injury (regardless of how the creature mined by intelligence. However, persons that would directly benefit the forces of got to the plane). carried with the spell caster will move at good or evil. (Assume that this spell will Insect Plague: see Conjure Animals. the caster’s astral movement rate, not at affect neutral characters only if the ma- Locate/Obscure Object: This spell will their normal speed. This spell makes it jority of their associated party is good or not help or hinder characters in hurrying difficult to see the affected persons evil in alignment.) or delaying their journey to other planes against the background of astral space, Dispel Magic: This spell will not affect through astral space, since the distance and sighting distances to such charac- the inherent magical nature of the Astral to other planes is beyond the spell’s ters are reduced to 10% of normal. Plane, but will affect spells cast by char- range. Word of Recall: No effect; cannot tele- acters. If this spell is cast at a spell caster Lose The Path: This spell will work to port across planes.

D RAGON 33 astrally as the druid normally could (ac- Produce Flame: See Fire Seeds, if the cording to his or her intelligence). druid attempts to cast a produced flame Conjure Earth Elemental and Conjure at an opponent. A great many druid spells will not work Fire Elemental: No effect; normally op- Transmute Rock To Mud: No effect un- in astral space because the items that ens gate to elemental plane (Earth/Fire). less cast upon a solid mass of rock; when they function with and affect (plants and Create Water: See cleric spell Create it turns to mud, the rocky object will as- animals) do not naturally exist on the Water for relevant comments. sume an almost perfect spherical shape Astral Plane. There is no such thing as Detect Magic: See cleric spell Detect in one turn if entirely transmuted by this weather (as we know it) either, making Magic for relevant comments. spell. Anything coming in contact with spells related to that realm also unusa- Dispel Magic: See cleric spell Dispel such a “mudball” for one turn or longer ble. If a plant or animal is brought with a Magic for relevant comments. will find themselves facing a problem creature or character into astral, space, Feeblemind: A feebleminded victim similar to that caused when one touches then spells may be cast upon the plant(s) has an effective intelligence of 1, and a water sphere (see the cleric spell or animal(s) and will function normally. that character’s movement through the Create Water). Obviously, conscious For example, if a group in astral space Astral Plane will be likewise reduced se- persons will be able to easily avoid has a dog along, for whatever reason, a riously (30’/round). drowning or suffocating in a mudball, druid could cast Invisibility To Animals, Fire Storm: In astral space, this spell unless they are unconscious or other- Speak With Animals, etc., successfully. creates a sphere of flame similar to a wise incapacitated. Mudballs will not dry For the most part, however, such spells Fireball of the appropriate volume. All out in astral space. This brings to mind will be wasted. Spells summoning ani- other details are as per normal. some interesting uses of a mudball as a mals will not work, since no creatures Fire Seeds: See commentary on throw- weapon or a form of execution; perhaps able to be affected by the spell occur ing missiles in astral space, in the sec- some adventurers, encountering a wan- naturally on the Astral Plane. Spells tion on Movement and Combat. dering mudball on the Astral Plane, may which fall into one of these categories, Hallucinatory Terrain: This spell will find something at its center. . . . and are useless for that reason, are the work as far as creating the illusion of a Tree: This spell will successfully turn following: large forest, but who will believe it? Only the druid into a tree, but anyone who Animal Friendship, Animal Growth*, those creatures of low intelligence or sees it will undoubtedly think it odd that Animal Summoning (I,II,III), Anti-Animal less (7 or below) will even, consider this a tree should be floating around in astral Shell*, Anti-Plant Shell*, Call Lightning, as possibly real; all others will know space, and will automatically be very Call Woodland Beings, Commune With better. suspicious of it — unless the creature Nature, Control Temperature, Control Obscurement: This spell will form a seeing it has an intelligence of 7 or lower, Weather, Control ; sphere, not a cube, with a diameter equal in which case the viewing creature might Creeping Doom†, Entangle, Hold An- to the length of a side of the cube normal- possibly be fooled. imal*, Hold Plant*, Insect Plague†, Invis- ly formed. Other effects are as normal, Trip: Since there is no gravity to make ibility To Animals*, Locate Animals*, except that (as with Wind Walk), the this spell work, and since movement Locate Plants*, Pass Plant, Plant Door, sighting distance to the druid using this doesn’t depend upon feet, this spell will Plant Growth*, Predict Weather, Repel spell is cut to 10% of normal when not work on the Astral Plane. lnsects†, Speak With Animals*, Speak viewed against the astral background. Wall of Fire: In astral space, this spell With Plants*, Summon lnsects†, Trans- Pass Without Trace: There is nothing creates a hollow sphere of flames around port Via Plants, Wall of Thorns, Weather to pass over, no tracks to cover, so this the druid with a radius equal to ½” per Summoning. spell is useless in astral space. level of the spell-caster. The hollow * — These spells will work only on Produce Fire: This spell works only if sphere moves with the druid. Damage is plants or animals that have somehow cast upon a solid, non-living object in as per the normal use of the spell, as are been transported into astral space. astral space; the resulting flames will af- all other aspects. Otherwise they are useless. fect anything within 5 feet outside the Water Breathing: One might believe † — It might be supposed that a area of effect, even if the surface of the this spell useless, but imagine a druid druid who was determined (or crazy) solid object used is curved or irregular. who creates a huge globe of water, casts enough could make effective use of For example, Produce Fire couId be cast Water Breathing on himself/herself, and these spells if he/she brought several upon a large rock accidentally discov- then enters the water sphere when con- beehives into astral space, but this is ered in astral space; if the rock had a fronted by astral opponents. The druid is extremely unlikely. surface area of 144 sq. ft. (equal to the now virtually immune to all fire-related spell’s usual area of effect), then every- spells, and any creatures who grapple Animal Friendship will not work, even thing within a 5-foot radius of that rock the druid (or try to) will find themselves on animals in astral space, because the would be affected by the flames it would covered in water (see Create Water in the success of the spell depends in part give off. The formula for calculating the cleric spell section) and possibly drown- upon the affected animal having an ap- surface area of a sphere is 4 r2. ing. . . . Interesting, no? petite — which does not occur on the Astral Plane. Call Woodland Beings would conceivably work if there were such beings in the spell’s area of effect, but this is so remote a possibility as to make the spell useless. Other alterations Astral Spell: See the comments for the Anti-Magic Shell: No effect, since the to the effects of druid spells are as cleric spell of the same name. spell caste? himself or herself is not from follows: Airy Water: A magic-user with this astral space — technically making the Animate Rock: No effect; the rock has spell will be immune to having water magic-user a “summoned monster?’ no intelligence and thus cannot move in spheres adhere to him or her, and will be Audible Glamer: Magic-users should astral space (see Animate Object above). able to pass in and out of one with ease. carefully consider their environment in Animate Rock does not make rocks wrap See the druid spell Water Breathing for order to make the best use of this spell around creatures, change shapes, etc. further comments. astrally; illusions should be as believable Chariot of Sustarre: The chariot will Animal Growth: Not generally usable; as possible to be effective (see the com- appear, and will carry the druid and up to see the commentary at the start of the ments regarding visual illusions under eight others, but will move only as fast section on druid spells. the druid spell Hallucinatory Terrain).

34 NOVEMBER 1982 Bigby’s Hand spells: The Interposing If Dig is cast on an object, the object will slowly Hand will stop all opponents who have an intelligence equal to or less than the disintegrate into a huge cloud of dust particles. . . . spell caster, and slow the forward move- Needless to say, anyone within the radius of the cloud ment of all others by 50%. The Forceful Hand will either push is going to be in dire need of a bath. away, stall, or slow opponents, depend- ing on the difference between the cast- Clone: Clones will not grow in astral Dig: This spell will be effective only er’s intelligence and that of the oppo- space; this spell is useless. against solid, large objects of earth, clay, nent. If the opponent is less intelligent Cloudkill: This spell will form a 2” di- or mud; the only such objects likely to be than the magic-user, the Forceful Hand ameter sphere of poisonous gases that astrally encountered are [rare “islands” pushes the opponent away at a rate of will move in a straight line away from the and] mudballs (see druidic spell Trans- speed equal to the difference in their in- spell caster at a rate of speed equal to the mute Rock to Mud). If Dig is cast on an telligence scores. Opponents equally as caster’s intelligence times ten, in feet per object, the object will slowly disintegrate intelligent as the magic-user cannot get round. Since there are no natural winds into a huge cloud of dust particles that closer but won’t be pushed away. Those in astral space, the cloud will remain un- spread out in a hemispherical shape smarter than the magic-user may ad- broken unless it strikes a very large ob- from the digging point. Every cubic foot vance at a rate equal to the difference ject (Wall of Force, for example) that has of dug material will expand to fill a vol- between the opponent’s and the M-U’s a diameter of 1” or more, in which case it ume of 1,000 cubic feet around the dig- intelligence. For example, a magic-user will break up on the following round. In ging point. Within this area, all living with 16 intelligence casts a Forceful three-dimensional space, the cloud is creatures must make a saving throw vs. Hand at a berserk aerial servant (intelli- not too difficult to evade. wands every round or be blinded for the gence 4); the servant is repelled at a rate Cone of Cold: If this spell strikes a entire round; victims must also save vs. of 12” (120 yards, or 360 feet) per round. water sphere (see cleric spell Create Wa- breath weapon or choke on the small The Grasping Hand can hold motion- ter), it will freeze the outer surface into particles for the full round, and be un- less any creature with intelligence equal solid ice, to a depth of one inch per level able to move, attack, defend, or take any to or lower than the magic-user’s. It will of the magic-user casting the spell. A other action. Both saving throws are repel creatures (if desired) at twice the water sphere frozen solid will not melt on rolled at the start of each round follow- rate of speed of a Forceful Hand, and the Astral Plane; if any unfrozen water ing the round in which the Dig spell was slows the more intelligent opponents by remains at the center of the sphere, the cast, continuing through the round after 50% of the rate allowed by the forceful ice sphere will melt from the inside out at the spell duration expires. Visibility with- Hand; thus, the aerial servant mentioned a rate of one inch of thickness per turn. A in the dust cloud is reduced to 30’. above could be held motionless, or Cone of Cold striking a mudball (see Beyond the cloud radius, the dust is thin pushed away at 24” per round. druid spell Transmute Rock To Mud) will enough so as not to affect anyone. The Opponents stunned by a Clenched cause the outer surface to harden to cloud dissipates on the round following Fist cannot move astrally during that rock-like consistency; as with an ice expiration of the spell duration. Need- time; this spell will not necessarily slow sphere, a frozen mudball could either less to say, anyone within the radius of or stop opponents otherwise. A Clenched stay frozen or return to a muddy state, the cloud is going to be in dire need of a Fist will hold, repel, or slow opponents at depending on whether any unfrozen mud bath. Note that the spell’s range (3”, or the same time as it crushes them, as the remains at the center. A crust of only 90 feet) puts most magic-users who magic-user desires. one-quarter inch thickness per level of might cast the spell well within its area of The Crushing Hand acts just as a the magic-user casting the Cone of Cold effect; this would probably lead to abrupt Grasping Hand, except that it is designed will form on a mudball, making it very termination of the spell unless the magic- to grasp any opponent, regardless of in- likely that large mudballs will always de- user is otherwise protected. The volume telligence, and will crush an opponent frost themselves eventually. of a hemisphere is 2/3 r3 the cloud’s for the stated amounts of damage. No Conjure Elemental: No effect; normal- radius can be calculated from this formu- Hand spell will leave its maximum range, ly opens gate to elemental planes. la, since the volume of the hemisphere is but it will hover at the boundary of that Contact Other Plane: No powers on already known. range if being employed to repel an op- the Astral Plane, the Ethereal Plane, the Dispel Magic: See the comments for ponent. As mentioned in the spell de- Positive and Negative Material Planes, or the cleric spell of the same name. scriptions in the AD&D books, any Hand any Elemental Plane can be reached. Distance Distortion: No effect; not only spell is dispelled once it takes damage Powers on the Prime Material count as is there no terrain to be affected, one equal to the hit points of the magic-user one plane removed. cannot get an earth elemental, either. who conjured it; a Hand has the same Control Weather: See comments under Drawmij’s Instant Summons: Note the armor class as the magic-user casting it the druid spell of the same name. changes that must be made with regard had on the round the spell was begun. Death Spell: This spell is ineffective to the distances between other planes Cacodemon: Because of the problems against undead and beings from the As- and the Astral Plane. Items can be sum- involved in casting this spell on an effec- tral or Outer Planes. Travelers from Prime moned from the Elemental, Positive Ma- tively weightless plane, it is useless in Material Planes may be affected. terial, and Negative Material Planes, but summoning a captive demon. Rather, it Detect Evil/Good: See the comments would have to go through the Ethereal will attract the attention of one or more for the cleric spell of the same name. and Prime Material Planes to reach the powerful demons in the Abyss, who will Detect Invisibility: No ethereal or out- Astral Plane. doubtless find it amusing to seek out the of-phase things will be seen, but the Duo-Dimension: No effect; must be summoner and eat him or her as soon as spell functions otherwise as written. cast on an Outer or Prime Material Plane. possible. Referees should send 1-4 de- Once a new plane has been reached, be- Enchant An Item and Enchanted Wea- mons of either Type IV, V, or VI, each fore astrally projecting characters have pon: No effect; the magical properties of with 8 hp/die, arriving within 1-4 rounds formed new bodies and are just “looking the Astral Plane effectively “rub out” all after the spell is cast. around,” this spell may be used to see spell effects. Charm Plants: This spell will work only any nearby invisible, hidden, ethereal, or Feather Fall: If cast upon a missile in if a plant or plant-related creature is en- out-of-phase beings or objects. astral space, the missile will not slow countered in astral space; this is unlikely Detect Magic: See the comments for down but will do no damage if it strikes, in the extreme. the cleric spell of the same name. and will bounce off targets as if made of

D RAGON 35 paper. If cast upon other non-living ob- of the spell will not age one year as a Imprisonment: Any creature struck jects, it will reduce their total mass (as result due to the plane’s “neutralizing” with this spell is immediately teleported per the spell description) and make them effect on metabolism. to a random location within the endless easier to push or carry astrally (see the Hold Portal: Generally a useless spell; reaches of the Astral Plane, and ren- previous section on encumbrance). If there are few “portals” in astral space. dered unable to move of its own volition. cast upon a living being in the astral Ice Storm: If cast in the first form (hail- Thus, the creature is effectively lost realm, that person will be able to carry storm), this spell will cause a large num- forever upon the plane, but a Freedom (without penalty) an additional mass of ber of hailstones (some 60-600) to ap- spell will return the creature to the spot material equal to the person’s normal pear within a 4” diameter sphere. The where that spell is cast (when performed body weight, for the duration of the spell. hailstones will average about one pound upon the Astral Plane). Any being struck Feeblemind: See the comments for the apiece in weight (mass), and will not be by Imprisonment will not die during the druid spell of the same name. moving when they appear. Any charac- time spent lost upon the plane, and will Find Familiar: The creature summoned ter or creature caught within the area of not have aged no matter how long he, by this spell will be a minor Outer Planes effect will be unharmed by the appear- she, or it is lost. There is a chance, how- creature similar in power to an imp or a ance of the hailstones, but will not be ever, that a Freedom spell will fail to quasit. The creature will be of the same able to move faster than 2” (60 feet) per work. [Why? This seems too final a pen- alignment as the spell caster. Because of round within the area of effect because alty overall] This chance starts at 1% the variety of creatures that could be en- of the effort involved in trying to avoid and increases at a cumulative rate of 1% countered, the specific effects of this colliding with the hailstones as they ap- per year until a maximum failure rate of spell will vary from case to case and pear throughout the spell duration in var- 99% is reached after 98 years of Impris- plane to plane. ious places. Spell casting within the area onment. A wish used in conjunction with Fly: No effect; the movement system of of effect is possible, since no hailstones a Freedom spell increases the chances the Astral Plane makes it useless. If cast, will strike a stationary person. The hail- of a successful casting by 20%, though the spell will not be forgotten and may be stones will not disappear after the spell there will always be a 1% chance of fail- re-cast later. duration expires, and may be used as ure no matter what. Fumble: If the victim of this spell makes missiles hurled by physical force or by a Incendiary Cloud: This spell will form a saving throw, he or she is slowed in all spell (see the section on astral combat a spherical cloud of 100 times the vol- respects except movement (which de- with regard to hurled or launched mis- ume of the available flame source, with a pends upon intelligence, which is not siles). A physically hurled hailstone will minimum size of 20 feet in diameter. All slowed). Those who fail to save will be do 1-4 points damage to anyone it strikes, other spell effects are as per normal. unable to make any attacks (because plus the caster’s strength bonus to dam- Infravision: Because the Astral Plane they are dropping weapons, missing age (“to hit” bonuses for strength and does not transmit heat or cold, this spell grappling attempts, etc.) but can defend dexterity are also factored in). Note that will be useless. The Astral Plane is well lit themselves. Further, any actions under- very weak persons might possibly do no by a diffuse light anyway, so the spell taken that involve manual coordination damage when hurling a hailstone, even if would not be needed at any rate. will be completely muffed for the spell’s it strikes a target. If a spell like Telekine- Invisible Stalker: No effect; normally duration. sis is used to move the hailstones about opens gate to elemental plane (Air). Gate: See comments for the cleric as missiles, the hailstones will do 1 point Jump: This spell will not work astrally, spell of the same name. of damage for every 1”/second (10 for the same reason the Fly spell won’t Gust Of Wind: This spell will not affect yards/second) of velocity they have; work, but it will not be lost and may be the movement of any intelligent, living thus, a hailstone moving at the maximum re-cast at a later time. creatures on the Astral Plane, but may velocity of 1024”/round (30720 ft./round, Knock: See the notes on the magic- push [relatively] small, non-living ob- or about 170 yards/second) will do 17 user spell Hold Portal for relevant com- jects [such as spheres of fire, ice, mud, points of damage to an opponent it ment. This spell could prove useful for dust, or water]. Since objects are weight- strikes. As mentioned elsewhere, ice opening locks, untying knots, and sim- less in astral space, things pushed away does not melt in astral space (unless ex- ilar tasks, however. by this spell will continue to move away posed to a heat source, of course). Leomund’s Secret Chest: No effect; from the caster even after the spell’s du- If cast in its second form (sleet), an Ice must be used on Prime Material Plane, ration ends. They will move at a speed of Storm spell will cause an 8” diameter and contact with Ethereal Plane required. 1” (10 yards) per round per level of the sphere of slushy droplets to form. [This Leomund’s Tiny Hut: Useless; there is caster who used the spell. could conceivably be compacted into a no need to regulate temperature or gain Hallucinatory Terrain: No effect; no slush/waterglobe.] Any creatures caught protection from weather astrally, and the terrain in astral space exists that could inside the area of effect will be effectively opaque field is highly visible against the be so affected. This spell is not like the blinded for the entire round, and all at- astral background (possibly attracting druid version. tacks by them will be made at -4 “to hit.” wandering monsters). Haste: This spell will not increase a Movement through or out of the “sleet Levitate: Though this spell will not af- character’s movement through the As- sphere” is possible as usual. Any fire- fect movement through astral space, it tral Plane, since movement depends on type spell cast within the area of effect of will allow the user to carry an additional intelligence, which the spell cannot a “sleet sphere” will do only one point of amount of mass without being encum- “hasten.” It will affect other abilities and damage per for each die of damage the bered, up to 1,000 g.p. (100 pounds) per actions as usual, most notably the num- spell normally causes, and will create a level of the spell caster. ber of attacks per round in a combat sit- heavy mist (zero sighting distance) of a Locate Object: See the comments for uation. (See the comments below for the diameter equal to 10 feet for each die of the cleric spell of the same name. Slow spell.) Interestingly, when Haste is damage the spell normally causes. This Lower Water: See the comments for cast upon the Astral Plane, the recipient misty cloud will dissipate in 2-5 rounds. the cleric spell of the same name. Magic Jar: There is a 10% chance per turn that an astral searcher will possess Because the Astral Plane does not transmit heat the spell caster’s body while it is vacant. or cold, an Infravision spell will be useless. The The magic-user cannot force the crea- ture from the body alone, and exorcism Astral Plane is well lit by a diffuse light anyway, is required. so the spell would not be needed at any rate. (Continued on page 43)

36 NOVEMBER 1982

They tested a list of candidates, made up of all the paladins who regularly visited the temple to renew their vows, and settled on one Boyd De Thalion, generally acknowledged as the most right- eous and most powerful warrior in the land. Astramal presented the sword to Boyd, in a ceremony that looked very much like what he remembered from his dream, and the paladin took up night Astramal was awakened by a terrible dream — a night- residence at the temple to await the time when he and Fedifen- mare that he took to be a vision of the future. In his dream, he sor would be called upon. saw the temple and all its grounds desecrated and destroyed, For months thereafter, no one visited the temple whose virtue and superimposed on the scene of carnage was the gloating face and skill could compare with Boyd De Thalion’s. Then a warrior of a powerful demon. Astramal saw the dream as a message appeared who seemed Boyd’s equal in many ways, He called from his deity, the god’s way of warning the temple that its fate himself Karl, and he might have done very well in the tests — or one of its possible fates — was to be overrun by the forces — except that the first test was to meet Boyd himself. of evil and chaos. As soon as Karl entered the chamber where the champion The high priest meditated and prayed for guidance all the next waited, Boyd drew Fedifensor from its sheath. The sword’s blade day, but received no inspiration. Then he slept, and he had a turned fiery red, and Karl’s true nature was revealed: The chal- second vision. In this dream Astramal saw himself — but as an lenger for Boyd’s position was a demon — one that looked like elderly person, a man years older than the priest was at present. the very demon Astramal had seen in his first dream. Its ruse Astramal was in conference with a tall, strong warrior dressed destroyed, the demon dropped all pretense and attacked the in silver and white — a paladin. Cradled in the arms of the high paladin. After a vicious battle, Boyd slew the demon with his priest was a large, finely crafted sword which Astramal pre- sword and cast its material body back from whence it came. sented to the warrior. That scene faded, to be replaced by the Thus, the second part of Astramal’s dream-prophecy had sight of a battle between the paladin and a demon. Because of come true. But what of the first dream? Was the temple still the power in the special sword, the paladin was an easy victor; vulnerable to a threat that would breach its walls and tumble its the demon was destroyed, and the good warrior stood alone, his towers? Astramal and the clerics could not be sure the threat sword raised high and his head down in prayer. was over, and they and their champion remained vigilant. Now, thought Astramal, he knew enough to embark upon a The answer to their questions finally came, in the form of an course of action. The first thing he needed to do was acquire a invasion of evil hordes from across the sea. Where a single great sword like the one he had envisioned, and for this he went powerful demon had failed, thousands of lesser creatures to enlist the aid of a secluded band of gray elves who lived to the seemed more likely to succeed. The invading force overran every- east. The elves respected the temple of Amphabese, and they thing in its way and advanced inland, cutting a swath of terror appreciated the temple’s location, between their enclave and with the temple directly in its path. the nations of evil which lay to the west, across the sea. As- The assault on the temple, when it came, was not a surprise. tramal conferred with the leaders of the faerie tribe and con- But that fact did not lessen its severity: hundreds of fighters on vinced them that his dreams were indeed visions of a foreboding both sides perished in the courtyard within the first minutes of future. The elves, impressed with the seriousness of this appar- battle — and one of the fallen was Boyd De Thalion. The cham- ent threat — not only to the temple, but to the elves’ continued pion waded into the thick of the fight, wielding Fedifensor with existence — agreed that they would craft a sword of highest dedication and confidence. But as powerful as it was, the sword quality and enchant it with the most powerful abilities their could not stem the tide of onrushing bodies that descended on wizards could conjure up. the champion. The foes who delivered Boyd’s death blows were Astramal returned to the temple and told his anxious brothers filled with bloodlust, not greed, and so they ignored the gleaming to go about their usual tasks. The elves’ work would take weeks, sword that fell by his side. Astramal, however, did not. perhaps months, to complete, and the priest’s second vision had In the confusion of battle, while the defenders of the temple suggested to him that it would be years before he would encoun- were slowly beating back the invaders, the high priest scurried ter the paladin who would later vanquish the demon. from his hiding place into the courtyard and managed to retrieve As it turned out, more than three years came and went before Fedifensor and its scabbard. He slipped the sheath around the Astramal heard from the elves again. Many times he was on the blade and carried the weapon into the temple through a secret verge of setting out for the elves’ enclave again, to see what had entrance. Huddled in a secluded tunnel, with the sounds of battle happened, even at the risk of annoying the faerie folk. He worried still somewhat distant, Astramal began to chant a spell which more and more; his hair became more silvery, his brow more would carry his spirit, and the sword, far from the carnage. The furrowed, and he began to look like the old man in his second magic worked; Astramal’s essence passed into the Astral Plane, vision. He prayed for enlightenment, and was rewarded with the carrying the blade along. If the temple fell, thought Astramal in wisdom and willpower to wait faithfully. Then, one day the sen- his last moment of physical existence, at least Fedifensor would tries at the temple gate were accosted by an entourage of gray not be a looter’s prize, to spend the rest of its existence locked elves seeking an audience with Astramal. The high priest re- away in some evil creature’s treasure hoard. ceived them at once, and was promptly presented with the Thus did Astramal keep his promise to the elves — at the cost awesome result of the elves’ efforts: a mighty, magical sword of his own life. The priest’s material body perished soon thereaf- the elves called Fedifensor, or “Defender of the Faith.” ter, in a fire that gutted part of the temple — and Astramal’s The master smith who forged the blade was in the traveling essence in the Astral Plane died at the same time, leaving party to make the presentation himself. “This is my greatest Fedifensor floating in the void. creation,” he told Astramal. “It is a weapon so endowed with The temple did not fall, although the ranks of the forces of good goodness that even the greatest of demons must flinch at its were severely decimated before all the evil creatures were gleam. And it can only be wielded by a truly righteous hand.” fought off. The clerics and warriors who survived the fight — Astramal accepted the sword and its scabbard with gratitude including some who had seen Astramal enter the secret pas- and humility. “I will treasure this gift for as long as I am alive and sage with the sword — realized what the priest had done, and as long as the temple of Amphabese stands, Its use will only be what had happened to Fedifensor, when they discovered As- entrusted to the most worthy warrior in the land — and I will tramal’s body without the sword nearby. place the welfare of the sword above my own safety if that Now the clerics of Amphabese are searching far and wide for a choice ever needs be made.” band of adventurers dedicated to the cause of good who will risk The services of thanksgiving went on at the temple for several a journey into the Astral Plane to recover Fedifensor — and they days after the elves had departed. Then Astramal and the elders seem to have found a group of likely heroes in the player charac- set about deciding who should be entrusted with the sword. ters who have just accepted the task.

38 NOVEMBER 1982 Note: All of the following is for the DM’s use only and should not be known by players before the adventure begins.

FEDIFENSOR 61-65 Ki-rin 1 The magic sword which is the object of this adventure has the 66-70 Night hag 1-4 following powers: 71-74 Nightmare 1-4 In the hands of a non-paladin of lawful good alignment, Fedifen- 75-79 Rakshasa 1-3 sor is a +2 bastard sword. It has an intelligence of 17, an ego of 80-83 Shedu 2-5 18, and (of course) is aligned lawful good. It cannot be touched or 84 Titan, elder 1 carried by anyone of another alignment unless the blade is 85-87 Titan, major 1 sheathed in its special scabbard. 88-90 Titan, lesser 1 In the hands of a paladin, Fedifensor is a +5 weapon and also 91-00 Void Cruiser 1 (2-7 githyanki exhibits these other abilities: 1) Magic resistance of 50% in a on board) radius of 5 feet; 2) Dispel magic can be cast upon any spell cast Special rules: The party will have no more than 6 encounters on the sword or its wielder whenever the paladin desires, at a or 20 encounter checks (whichever comes first) before running level of spell use equal to the experience level of the wielder; 3) At across the Githyanki Outpost. If the outpost has not been en- a range of 1”/level of the paladin, the sword can detect the countered by the time the sixth encounter is determined, or the presence of major evil entities [demons, devils, undead, or any 20th encounter check is made, the party will automatically lo- evil creature that can only be hit by a magic weapon). If the blade cate it at the end of the next four-hour interval. The party will is unsheathed, it will immediately begin to glow bright red, as if always have at least two encounters (or reach the maximum of just drawn from a forge furnace; and 4) it inflicts an additional 20 encounter checks) before finding the outpost; if the Githyanki point of damage (beyond the usual +5) for each experience level Outpost is indicated by a roll on the table for the first or second of the wielder when used against a demon. actual encounter, roll again until a different result is obtained. When Astramal’s essence on the Astral Plane ceased to exist, Fedifensor was cast loose into the void. During the time it THE VOID CRUISER took the clerics of Amphabese to gain the aid of a rescue party, a This small ship, designed by the githyanki to speed group travel small group of githyanki warriors (see the FIEND FOLIO™ Tome) through the Astral Plane, has the hull/fuselage shape of a large came upon the sword in its scabbard. They perceived the blade sailing ship but does not have masts. Along either side of the hull to be magical, although they don’t realize the full extent of its are batwing-shaped sails — for decoration and stabilization only; powers, and traveled with it back to their outpost, where they they have no effect on the ship’s speed. deposited it for safekeeping. A Void Cruiser can carry up to 12 man-sized passengers. It travels at a movement rate equal to that of the most intelligent GETTING TO AND FROM THE ASTRAL PLANE passenger, and in the direction desired by that “pilot.” If two or There are many ways of reaching the Astral Plane and return- more individuals in the traveling group have the same high intelli- ing to the Prime Material. The method the party uses will have a gence, the “pilot” for the voyage being undertaken is determined great effect on the adventure as events move along, and the DM at random, and will serve in that role until one or more of the must moderate the adventurers’ actions accordingly. If the par- eligible individuals disembarks, at which time another random ty does not possess an appropriate magic item or the necessary selection is made for the subsequent voyage. (For purposes of spell-casting ability to enter the plane, it could be arranged for this adventure, ignore the 96” astral movement rate given for one of the clerics of Amphabese to cast a spell on behalf of the the githyanki in the FIEND FOLIO™ Tome. All characters and group, and (depending on the method used) the cleric may or may creatures, moving as individuals, can travel in the Astral Plane at not accompany the party into the plane. If the DM needs or a rate of 10” per point of intelligence, as specified in the article wants to employ such a cleric as an NPC, the character’s ability accompanying this adventure. Githyanki intelligence ranges scores and spell capabilities should be predetermined. from 15-18 and can be determined randomly by a roll of d4 + 14, or a score can be assigned to each githyanki by the DM.) ENCOUNTERS Those traveling in a Void Cruiser will never be lost, thrown off Because this adventure is a search-and-recovery mission course, or otherwise harmed by the Psychic Wind. The ship can rather than a “simple” journey through the Astral Plane, encoun- carry a cargo of up to 100 cubic feet in volume in a small hold ters will occur relatively often. Check for a random encounter accessed through a hatch in the floor of the passenger com- once every 4 hours by rolling d4, with a result of “1” indicating an partment. A Void Cruiser cannot travel anywhere except on the encounter. The following table is suggested as a list of possible Astral Plane, but can be employed by creatures and characters encounters and their frequencies; the DM can easily alter most of any type. sections of it to suit his or her preference. The passage of time between encounters, when search THE GITHYANKI OUTPOST movement is being conducted, has little meaning to player char- When adventurers encounter the outpost, they will have no acters while they are on the Astral Plane. However, the DM way of automatically knowing that Fedifensor lies inside. If they must keep a careful record of elapsed time so that activities pass up the opportunity to approach the outpost and avoid or going on in the Prime Material Plane at the same time can be evade any pursuit from residents of the outpost that might have properly moderated. sighted them, the quest for the sword is effectively over at that point. They may have many more encounters, but will eventually Encounter Table choose to (or be forced to) abandon the search and re-enter the d& roll Encounter type Number (notes) Prime Material Plane — unless the DM chooses to allow for the 01-20 Githyanki Outpost 1 (see following) possibility of encountering the outpost a second time. The player 21-23 Aerial servant 1 characters’ sense of adventure, not to mention their common 24 Demon, major 1 sense, should dictate that they give the outpost more than a 25-26 Demon, minor 1-3 cursory examination. 27 Demon, prince 1 The outpost is built in, and projecting out from, a roughly 28 Devil, arch- 1 spherical piece of astral debris 200 feet in diameter. Four tow- 29 Devil, greater 1 ers jut out from the central section at roughly symmetrical 30-32 Devil, lesser 1-3 angles. A fifth projection, longer and thicker than the towers, is 33-52 Githyanki 1-4 topped by a bulbous and with four smaller towers jutting out 53-55 Intellect devourer 1-2 near the edges of a large set of double doors — the only apparent 56-60 Invisible stalker 1-3 route by which to enter the complex. Without the

D RAGON 39 largest of the projections, the outpost would closely resemble a AREA DESCRIPTIONS jack, of the sort used in the “bail and jacks” game played by All walls and floors in the outpost are made of opaque stone. children on the Prime Material Plane. Windows, and the tops of each of the towers, are made from bricks of a clear crystalline substance that has the strength of GITHYANKI ENCOUNTER TABLE rock: it will crumble and break, but will not shatter like glass. Once adventurers enter the githyanki outpost, encounter Note: Directions like “up” and “down,” locations like “floor” and checks must be made every turn. The base chance for an en- “ceiling,” have no universal meaning in this weightless environ- counter is a roll of 1 on d6. After the first random encounter, the ment. However, terms like these are used in the area descrip- rest of the complex will be on alert, and the chance for additional tions for simplicity and clarity; when interpreting such terms, encounters rises to a roll of 1 or 2 on d6. If an encounter is consider the surface depicted on the map as the “floor,” as indicated, roll on this table to determine the type: though you are looking “down” on the outpost from overhead. 1) Void Cruiser Port: This chamber is roughly spherical, d& roll Encounter type about 100 feet in diameter. It has a large set of double doors, 01-50 2-12 githyanki warriors of levels 1-3 closed but unlocked, on the outside wall. A smaller set of double 51-53 Commander Okemocik (8th/8thFtr/M-U) doors, wizard locked and barred on the inside, are on the oppo- 54-58 Captain Mimhanok (8th Ftr) site wall. One void cruiser is docked inside the chamber, and 59-61 Captain Perragourp (6th/6thFtr/M-U) there is room for three more. Four 10-foot-wide passages (A, B, 62-74 2-8 githyanki knights, all 8th level fighters C, D) lead away from the sphere, each of them a 30-foot-long 75 Warlock Symafya (7th M-U) corridor capped by a small, transparent tower that can hold one 76-77 Warlock Morikemoe (5th M-U) githyanki guard. Inside tower “A” is a level 3 fighter. 78-79 Sergeant Yebabidek (6th Ftr) 2) Corridor: Inside the wizard-locked door is a hallway 20 80-81 Sergeant Salizechnag (5th Ftr) feet wide and 40 feet high. Double doors lead into areas 4 and 5. 82 Sergeant Liknullerkl (7th Ftr) 3) Entry Hall: This is an open area with an alcove on the far 83-84 ‘Gish’ Kadzar (4th/4th Ftr/M-U) side. Two rows of pillars dominate the side areas, reaching the 85-86 ‘Gish’ Tomorcus (4th/4th Ftr/M-U) full 40-foot span from floor to ceiling and providing strength for 87-88 ‘Gish’ Zigrack (4th/4th Ftr/M-U) the “wing” that protrudes from the core of the complex. The 89-90 ‘Gish’ Quazmo (4th/4th Ftr/M-U) double doors in the alcove are locked from the inside, and sta- 91-00 Roll twice, ignoring results of 91-00 tioned in the corners of the alcove are a pair of guards (level 2 and level 3). The adventurers will sight the guards at a range of There will never be any more or any fewer githyanki at the 60-90 feet, while the inattentive guards will not spot the intrud- outpost than the roster of “name” characters given above, plus ers until they are within 40-70 feet. The guards will instantly be 8 knights (all 8th level fighters with 60 hit points each) and a aware of a foreign presence if the adventurers try to pass total of 60 warriors, evenly divided between 1st level (7 hit through the doors leading to area 4 or 5. If the guards sight the points each), 2nd level (15 hp each), and 3rd level (26 hp each) intruders first, they will pound on the alcove doors to alert fighters. The knights are all chaotic evil, the warriors neutral evil. another pair of guards (also level 2 and level 3) stationed inside The knights carry +3 silver swords, while the warriors and all the the alcove doors. These guards will either go to warn their “gish” use non-magical long swords. (Hit points for each crea- comrades, putting the outpost on alert, or unlock the doors and ture can be determined randomly if the DM so desires.) All join the fight (50% chance of each). githyanki at the outpost are wearing their “war expedition” ar- 4) Captain’s Quarters: This is the residence of Captain mor (AC 0) unless otherwise noted. Perragourp. Like the other living quarters in the outpost, it Commander Okemocik is lawful evil and has 64 hit points. contains some basic furnishings and a few personal items. Furni- He is carrying the following spells: burning hands, magic missile, ture and other large items are attached to the flat surfaces of read magic, shocking grasp, detect good, knock, wizard lock, the chamber; odds and ends are simply left to float in the weight- dispel magic, fireball, hold person, extension I, polymorph self. He lessness of astral space. If Captain Perragourp has not yet been wields a +5 silver sword (no vorpal abilities). encountered, he will be discovered here on a roll of 1-2 on d6. Captain Mimhanok is lawful evil and has 59 hit points. He 4A) Captain’s Quarters: This is Captain Mimhanok’s room, wields a +3 long sword. essentially identical to the other captain’s chamber. Among the Captain Perragourp is lawful evil and has 48 hit points. “odds and ends” floating in this room is a +3 long sword in its Spells: burning hands, charm person, read magic, shocking scabbard. As above, there is a 2 in 6 chance that Captain grasp, pyrotechnics, ray of enfeeblement, fireball (x2). Weapon: Mimhanok will be here if he has not already been encountered. +2 long sword. 5) Knights’ Quarters: This room is bare of furnishings ex- Symafya the Warlock is neutral evil and has 21 hit points. cept for a large table and eight chairs bolted to the floor, eight Spells: detect magic, hold portal, read magic, shocking grasp, “living compartments” on the ceiling, and eight chests along the detect good, knock, wizard lock, fireball, dispel magic, extension I. walls holding personal items. There will be 0-5 (d6-1) knights in She is unarmored (AC 9) and does not carry a weapon, although the room when it is entered. she can use a long sword. 6) Main Hall: This roughly spherical chamber is unfurnished. Morikemoe the Warlock is lawful evil and has 14 hit points. Doors lead away from it in five directions. A 10-foot-square Spells: burning hands, magic missile (x2), read magic, detect passage leads down from the center of the room into area 21. good, darkness 15’ radius, mirror image, hold person. He is AC 9 The door to area 8 is wizard locked, the one to area 11 is locked and unarmed, but can use a sword if he obtains one. normally, and those to areas 7 and 9 are closed but unlocked. Sergeant Yebabidek is neutral evil and has 48 hit points 7) Throne Room: An open area here surrounds a raised and a +1 two-handed sword. Sergeant Salizechnag is neutral platform which houses an ornate throne, studded with jewels, evil, has 34 hit points, and carries a +1 two-handed sword. set between two huge pillars. The door to area 10 is locked. Sergeant Liknullerkl is lawful evil, has 54 hit points, and 6) Worship Room: The main feature of this chamber is a carries a +3 long sword. 15-foot-tall statue of the githyanki lich-queen, fastened to the Kadtar is lawful evil and has 30 hp. Spells: burning hands, read midpoint of the wall opposite the double doors. An altar is on the magic, shocking grasp, detect good, mirror image. Tomorcus is floor in front of the statue, and pairs of pillars flank the area of neutral evil, 28 hp. Spells: magic missile, read magic, shocking the altar and the statue. Two rows of braziers spew forth clouds grasp, forget, knock. Zigrack is lawful evil, 29 hp. Spells: hold of thick smoke that obscure side-to-side vision within the room. portal, magic missile, read magic, darkness 15’ radius, pyro- The statue and the altar are lavishly decorated with jewels and technics. Quazmo is lawful evil, 31 hp. Spells: burning hands, precious metals. The empty chamber connecting area 8 with read magic, shocking grasp, knock, wizard lock. area 13 has closed but unlocked doors on both sides.

40 NOVEMBER 1982 The Githyanki Outpost Passage leads up Scale: Passage leads down 1 inch = 50 feet Passage leads both ways

D RAGON 41 9) Upper Level Access: This small room contains a passage 14) Communications Room: Only the commander and the which leads up to area 15. two captains know of this room and know how to operate the 10) Commander’s Quarters: Miscellaneous furnishings mechanisms within it. The main feature of the room is a 10-foot- are fastened to all six flat surfaces in this chamber. Running diameter hexagonal mirror on one wall. The device is a sort of from floor to ceiling is a 2-foot-diameter stone pillar with an view-screen/telephone that enables the outpost to communi- 8-foot-diameter cylindrical table protruding from the center of cate with the githyanki castle that supervises this complex. If a the pillar. Six drawers are cut into the sides of the table. Five of living being stands within 5 feet of the mirror and remains sta- them contain items of no special worth, and the sixth holds a set tionary for 1 round, the image of a githyanki captain on the other of four scroll/map cases. Inside one of the four cases is a scroll end will come into view. After one more round, the image seen by of dispel magic; the other three cases contain maps of portions the captain on his view-screen will become clear. If what the of the Astral Plane and will be unusable by player characters. captain sees is not another githyanki, he will move away from the Fastened to the far wall (partially separating area 10 from screen immediately to sound an alert. This will bring 11-20 area 10B is a 10-foot-diameter net of coarse mesh, the sort githyanki warriors and 2-4 sergeants, in a pair of void cruisers, that looks suitable for trapping monsters or characters. This is to the outpost in 10 turns, to join the force already present. If actually a net of matter transmission: If it is cast over a victim so adventurers strike the mirror with any weapon larger than a as to ensnare him or her (by a normal “to hit” roll), the target dagger, it will explode for 6d6 damage to anyone in the chamber. character or creature will “disappear,” having been instantly 15) Corridor: This area is reached by going up through the teleported to one of the empty suspension cells (see area 10A). passage in area 9. It leads to another “up” passageway that There is a 50% chance that Commander Okemocik will be in this opens into area 18. chamber if he has not already been encountered. He will prefer 16) Warlocks’ Quarters: Each of the 2-foot-diameter pil- to use the net ahead of any other attack form if such an option is lars in this room has an 8-foot-diameter cylindrical table with 6 available to him. drawers set into the sides. Most of the drawers contain ordi- 10A) Suspension Cells: The barrier between area 10 and nary and valueless items. Two of the drawers in the table closest this chamber looks like a thick piece of frosted glass, shaped in a to the door contain metal scroll cases, one holding a cacodemon hexagon 10 feet in diameter. It cannot be opened, cracked, or spell scroll and the other a death spell scroll. One of the drawers smashed by anything less than a +2 weapon, a knock spell, or a in the table farthest from the door contains an iron flask with an dispel magic spell. If a living being stands in front of the frosted ice devil inside. The devil will attack anyone who opens the flask portal for 1 round without striking or touching the “glass,” the and releases the creature. Attached to one wall, along with center section (1 foot in diameter) will begin to glow red. If any several other less conspicuous garments, is a colorful cape that object is brought into contact with this red area right away, it will is actually a cloak of poisonousness. Any warlock(s) not encoun- be seen that the object can be passed into or through what is tered before this room is entered will be found here. now an opening. The rest of the portal will still be impervious to 17) Guest Quarters: This room contains several pieces of normal passage, however. If the red area is left untouched for furniture and other accessories, but nothing valuable or note- another round after it first appears, it will expand to envelop the worthy. It is used by githyanki who come from the castle or entire portal, allowing passage through the 10-foot-diameter another outpost to visit; there are no such visitors at present. hole into the small chamber beyond. The full-sized opening will 16) Upper Tower Chamber: This area is reached by travel- close within 1 round after it has been activated. ing 50 feet up through the passage located at the bend in The chamber contains four more “frosted” portals, each a corridor 15. The chamber is 30x30 with a 20-foot ceiling. It is 5-foot-diameter hexagon, which are identical in nature to the the living quarters of the gish Kadzar, who will probably be here larger portal and can be opened in the same way. These are seals (1 -4 on d6) if he has not been encountered. The room has a small for 5-foot-square cells in which prisoners (taken by the com- window (2 feet by 5 feet) in each wall and a 10-foot-square mander’s net or otherwise captured) can be placed. The cells on passage in the ceiling that leads up to area 19. the extreme left and right (as viewed from just inside the large 19) Upper Observation Post: This room is in the shape of a portal) contain a mind flayer and a night hag, respectively. If pyramid with a 30-foot-square base. The tapered ceiling is made either or both of these cells is partially or fully opened, the entirely of transparent rock, through which a clear view of the resident creature will do everything in its power to escape and surrounding astral space can be seen. Two warriors (level 1 and overcome those who released it. level 2) are on guard duty here. In the corner of the room is a 10B) Commander’s Annex: The second room of Com- 10-foot-square passage, 30 feet long, that leads up to area 20. mander Okemocik’s suite contains several wall decorations and 20) Pinnacle Post: From this location, at the farthest dis- two “false front” sets of empty shelving. They are locked and tance from the main part of the outpost, the best view of the hinged. If unlocked, they can be swung outward to reveal a locked area immediately around the outpost can be had. The 30-foot treasure chest behind each. The second chest discovered will be tower leading to this post is capped by a small pyramid of trans- the one that contains Fedifensor, still in its sheath. The first parent stone. The pinnacle post is normally unoccupied and will chest which is opened by adventurers (or a creature they are not be manned unless an obvious threat to the security of the forcing to do their bidding) will contain pieces of armor that, outpost is detected outside the structure. when assembled, will form a suit of +4 splint mail. Each chest 21) Commons: Within the maze-like interior of this chamber also contains 1,000-6,000 g.p. worth of gems and jewelry. are living quarters for the githyanki warriors and the sergeants. 11) Dungeon: This chamber has 10 cages, made of thick There are 4-16 warriors and 1-2 sergeants in this chamber, metal bars, arranged in two tiers along the walls on either side of chosen from those warriors and sergeants not already encoun- the door. The center of the chamber has two stone pillars that tered. Three passages lead downward from this area to the run from floor to ceiling (30 feet). Four pairs of chains with other tower chambers: passage A to area 22, passage B to area manacles attached to the ends are fastened into each pillar at 23, and passage C to area 24. wide intervals. The room contains no prisoners (unless one or 22,23,24) Lower Tower Chambers: These are the living more members of the adventuring party have been captured). quarters of the other gish (Zigrack, Tomorcus, and Quazmo, 12) Secret Passage: The existence of this corridor is known respectively). They will likely (1-4 on d6) be in their quarters only to the commander and the two captains. It connects via unless previously encountered. In all other respects, these secret doors with areas 8, 10B, and 13. areas are identical to area 18. 13) Coin Chamber: Githyanki appreciate all sorts of trea- 25,26,27) Lower Observation Posts: These areas are sure, but they do not value “coin of the realm” as highly as gems identical to area 19; each contains a pair of warriors (one level 1 and jewelry because they see little use for it. Currency of all and one level 2). shapes, sizes, and denominations (appropriated from previous 26,29,30) Pinnacle Posts: These areas are identical to “guests”) is stored here, left floating inside the 40-foot sphere. area 20.

42 NOVEMBER 1982 If Trap the Soul is used against an astrally projecting (From page 36) person, the material body will die on the Prime Magic Missile: Ignore the penalties but applied to hurling or launching missiles Material Plane, the character’s soul will still astrally; magic missiles do not miss. live within its prison. Massmorph: This spell will work, but see the druid spells Hallucinatory Ter- but larger ones will resist it. The magic- the chance of meeting any particular rain and Tree for relevant comments, user can move the material in other di- demon named in such a spell by acci- Maze: This spell will entrap the victim rections (left, right, up, down) as desired. dent is extremely low), there is a good inside a 5-foot-diameter cube of force Otiluke’s Freezing Sphere: In a manner chance the demon might be on an outing walls, appearing around the character similar to that described under Cone of with some friends — they will not be af- where he or she is on the Astral Plane Cold, this spell can freeze water spheres fected by the spell, and might express when the spell is uttered. The spell’s du- or mudballs in astral space. Any form of their displeasure with the spell caster in ration depends on the character’s intel- the spell striking water will freeze a total various ways. ligence, as per the spell description. The mass of 50 cubic feet per level of the spell Stinking Cloud: This forms a 2” diame- character cannot move about astrally caster; this ice will not necessarily melt ter cloud, which cannot be moved [by until he or she is free of the miniature unless in contact with a heat source or the spell caster]. Creatures may move maze; the character is also incidentally unfrozen water. out of the cloud, but if they fail the saving protected for the duration of the spell Part Water: See the comments for the throw cannot do anything else but move from all attack forms that a Wall of Force cleric spell of the same name. while in the cloud or on the round after will resist. A Disintegrate spell will im- Passwall: Useful only on a large solid leaving the cloud. mediately remove the maze without object, generally useless astrally. Symbol: Unlike the cleric spell of the harming the victim inside. Phantasmal Force: See relevant com- same name, this spell must be cast upon Monster Summoning: Unless the DM mentary under Audible Glamer. a solid surface. Clerical symbols can be has created or discovered a monster that Phase Door: See commentary for Pass- inscribed in the “air” of astral space. fits within the parameters of each Mon- wall. Both spells might be helpful in get- Telekinesis: See the comments for the ster Summoning spell (I-VII), only those ting someone or something out of a cleric spell Create Water and the magic- summoning spells that have a chance of mudball (see the druid spell Transmute user spell Ice Storm for some interesting bringing a creature from an Outer Plane Rock To Mud). possible uses of this spell. One gallon of will work. Examples of this include Mon- Plant Growth: Generally useless; see water weighs 3.45 lbs. This spell works in ster Summoning I (which will bring only the text at the start of the section on all ways as described; if employed against manes), Monster Summoning I (bring- druid spells. a living, conscious opponent, the oppo- ing lemures), and Monster Summoning Power Word Blind: Affects a 3” diame- nent will be slowed until the movement VI (bringing erinyes). Regardless of who ter sphere. rate of the spell exceeds the opponent’s casts the spell, only creatures from the Power Word Kill: Affects a 2” diameter movement rate, at which time the oppo- lower (evil) Outer Planes will be sum- sphere. nent is at the caster’s mercy. As the op- moned by this spell on the Astral Plane., Power Word Stun: Any creature so ponent can continue to resist (mentally) ’s Faithful Hound: The stunned will be unable to move until re- the spell’s effects, subtract the foe’s hound will circle within a 3” radius about covered, and cannot attack or defend. normal movement rate from the spell’s the magic-user who cast the spell, look- Repulsion: This spell will function movement rate to get the effective speed. ing for anyone who enters the area of much like Bigby’s Forceful Hand, in that Teleport: No effect; a solid surface to effect (anyone larger than a house cat). it will repel opponents depending on the land on is required. This spell will not be The hound will attack anyone who comes difference between the opponent’s and forgotten, and may be re-cast later. in range (except the caster) from behind magic-user’s intelligence scores. The ’s Floating Disk: The disk will or from one side; it will warn away in- area of effect is a 1” wide cylinder as long follow the caster about, regardless of the truders beforehand with loud barking as the spell range; obviously, opponents caster’s rate of movement, within a 2” when they get within 30 feet of the boun- could concentrate on moving sideways radius sphere. When the spell duration dary of the area of effect. All other char- out of the spell’s area of effect, making it ends, anything the disk was carrying will acteristics of the hound are as per the of limited use in a three-dimensional be left behind, suspended and motion- normal spell. fight. Creatures of low intelligence (7 or less. Inanimate or non-intelligent “car- Mordenkainen’s Sword: This weapon less) will not immediately think of using go” cannot move independently. can be used to attack opponents on oth- such a tactic to counter this spell, and so Transmute Rock To Mud: See the er planes when wielded upon the Astral may be pushed away easily on the first druid spell of the same name. Plane; it can reach into either a Prime try; they will learn to go sideways after Trap The Soul: Note some of the con- Material Plane or to the first layer of any the next 1-7 tries. [Based on intelligence, ditions applicable to persons captured Outer Plane only. The sword-user is not i.e., 7=1, 6=2, etc.] by this spell when not on the Prime Mate- made subject to attacks in return, unless Rope Trick: No effect; the extradimen- rial Plane. If used against an astrally pro- the opponent is capable of bringing this sional space is outside the Astral Plane. jecting person, the material body will die about. Sleep: Sleeping beings will cease on the Prime Material Plane, but the Move Earth: This spell will affect mas- movement for the duration of the spell. character’s soul will still live within its ses of soil, dirt, clay, or mud (see the Slow: This spell will not slow down a prison. Imprisoned characters cannot druid spell Transmute Rock To Mud) in victim’s movement, since that depends cause their gem-prison to move, or oth- the same manner that the cleric spells on intelligence (which isn’t affected by erwise affect their environment. If re- Lower Water and Raise Water affect this spell). Other manual activities will be leased upon any plane other than the masses of water astrally; all soil, dirt, and affected, including attacks. Astral Plane, the soul will form a new mud within a 4” diameter sphere will Spider Climb: Useless, since objects body (having no possessions) with all of either be drawn toward or pushed away on the plane are weightless to begin the former body’s characteristics; if re- from the magic-user at the same rate of with. leased upon the Astral Plane, the soul speed as the magic-user normally moves Spiritwrack: While this spell would be will perish at once. in astral space. Small rocks (under 1 lb. effective against a named demon en- Vanish: No effect; contact with the in mass) can be moved with this spell, countered at random astrally (though Ethereal Plane is required.

D RAGON 43 Ventriloquism: See the comments for A Rod of Absorption could easily absorb (and cancel the magic-user spell Audible Glamer. Wall of Fire: This works very much like out) an Astral Spell; if used against the magic-user the druid spell Wall of Fire, except that who cast the spell, all persons in the astral party the hollow sphere of flames has a radius of 1” + ¼” per level of the spell caster. are hurled back to their home plane. Wall of Force: The surface area of a sphere (the best defensive shape in three- may be that part of the wall will not be ruler of the plane that the caster is on; dimensional space) is 4 r2. affected and will drift to the center of the wishes directed against any deity in Wall of Ice / Wall of Iron / Wall of mud ball. general are sure tickets to disaster if the Stone: Any such walls created will ap- Web: This spell requires anchoring intent of the wish is hostile. Referees pear in astral space and be immobile, points in order to form a true web-like should arbitrate this spell very carefully doing no harm to anyone. A Wall of Ice structure; at best in astral space, it may in any event. will not melt in astral space unless put in be directed at a single opponent, who Wizard Lock: This spell is more useful contact with a fire spell or other heat will become entangled in the mess of than Hold Portal, as it may be cast upon source, at which time it will form a water webbing and be unable to attack or pull chests or containers. sphere (see the cleric spell Create Wa- free. If a saving throw is made, the oppo- Write: No effect; ink will not flow ter). A Wall of Stone may be struck with nent has escaped all contact with the through a pen in a weightless environ- Transmute Rock To Mud, at which time it webs. Suffocation is possible, as per the ment. [If a special, forced-ink pen is de- will form a large mudball (see the druid regular spell. vised by the experienced planar traveler, spell Transmute Rock to Mud), though it Wish: No Wish spell will ever affect the the spell can be used.]

spells previously described. These spells of the victim of the spell is unaffected, (and the section in which each is elabo- the character can still physically move rated on) are: through astral space. However, the arms, Any illusions and phantasms cast upon Astral Spell (cleric); Conjure Animals hands, feet, mouth, etc., cannot be the Astral Plane should be carefully con- (cleric); Detect Magic (cleric); First-level moved, and attacking or defending by sidered in order to be effective. If an illu- magic-user spells (magic-user); Maze physical means is not possible. sion depicts something that a viewer or (magic-user); Rope Trick (magic-user); Summon Shadow: No effect; normally opponent would not normally expect to Hallucinatory Terrain (druid). opens a gateway to Negative Material see upon the plane, then the saving Other illusionist spells with altered ef- Plane. throws for opponents will be considered fects on the Astral Plane are: True Sight: See comments for the cler- automatically made, and a bonus of up Alter Reality: See comments for the ic spell True Seeing. to +4 may be given to any other (non- magic-user spell Wish. Vision: No contact may be made with hostile) viewers. Color Spray: Stunned or unconscious deities or powers on the Elemental Some illusionist spells are essentially characters cannot move until recovered. Planes, Positive or Negative Material the same in intent and effect as other Paralyzation: Because the intelligence Planes, or the Ethereal Plane.

Withering will not age astral beings who are struck with it. Miscellaneous Magic Items: Some Potions: Those potions that duplicate work at all, being dependent upon a dark general statements may be made on the spell effects (such as Climbing, Flying, environment (night) on the Prime Mate- effects of using miscellaneous magic or Speed) will have the same result when rial Plane. If a resonating field is created items on the Astral Plane. First (and most used in astral space as the spell itself. between two Rings of Spell Turning, obviously), if such a device duplicates Some potions will obviously become read all rolls of 98-00 for subsequent ef- the effect of a spell mentioned in this useless until taken to another plane fects as rolls of 81-97. Protection rings article, then refer to the text for appro- where their powers may take effect (e.g., are modified in effect as described in the priate comments. Any device that sum- Oil of Etherealness). Gaseous Form will following section on Weapons, Armor, mons creatures from the Elemental, Pos- make the imbiber hard to see, as per the and Protective Devices. itive or Negative Material, or Ethereal cleric spell Wind Walk. Potions of Lon- Rods, Staves, and Wands: Any such Planes will not work at all. Artifacts and gevity and Speed will not affect the age devices duplicating spell effects have relics are completely unaffected in any of the imbiber, due to the “neutralizing” the same effect astrally as the spell does. operation by being in astral space. Cer- effect the Astral Plane has on living A Rod of Rulership has no effect on any tain devices will obviously be useless metabolisms. deities or minions who normally reside (e.g., Apparatus of Kwalish). Scrolls: Scroll spells work the same as on the Astral Plane, just as it cannot af- An Amulet of the Planes will transport normally cast spells on the Astral Plane. fect any deities or their minions when the user to any of the first layers of the If someone using an Astral Spell con- used on their home Outer Plane. A Rod Outer Planes or back to the Prime Mate- tacts or is caught within the area of effect of Absorption could easily absorb (and rial Plane, but not to the Ethereal, Pos- of a Protection from Magic scroll, the cancel out) an Astral Spell; if it is used itive or Negative Material, or Elemental person (including the scroll reader, if he against the magic-user who cast the Planes from the Astral Plane. A Book of or she is also using Astral Spell) is im- spell, all persons in the astral party are Infinite Spells won’t work if the user left it mediately cast back to the home plane hurled back to their home plane. Rods of on another plane. and the protection spell is cancelled. Lordly Might lose their third (direction- Cubic Gates may open gates to any Rings: As for potions, those rings that finding) mundane ability on the Astral plane from astral space, even those not duplicate spell effects will have the same Plane; this rod, along with the Rod of normally (by other means) reachable. effect astrally as the spell does. Djinni Smiting, has altered abilities when used Devices requiring contact with or assist- Summoning rings do not work, being as a weapon, as further detailed in the ance from deities (Candle of Invocation, unable to open the gate to the Elemental following subsection on Weapons, Ar- Incense of Meditation, Necklace of Pray- Plane of Air. Shooting Stars rings do not mor, and Protective Devices. A Staff of er Beads) will not work unless the user’s

44 NOVEMBER 1982 deity normally resides on the Astral If an item has only a +1 bonus, it be- have their enchantments moved one step Plane. Iron Flasks will capture player comes non-magical and loses all its spe- toward zero (making the -1 shield non- characters or other creatures not origi- cial powers on the Astral Plane (so luck magical in all respects); if a cursed item nally from the Astral Plane, but will not blades have no usable wishes). Items is made non-magical, the curse is lifted affect beings native to the Astral Plane. with multiple enchantments lose one so long as the item is not brought back When in astral space, certain devices “plus” from each type of enchantment; a into the Prime Material Plane. Protective that use extra-dimensional spaces to flame tongue sword would be non-mag- rings, cloaks, and so forth have their store items in will either expand abruptly ical for most purposes, with a +1 vs. re- powers reduced by one “plus,” but Brac- so that the exterior of the container con- generating creatures, a +2 vs. cold-using ers of Defense and similar items will re- forms to match its interior capacity (Bag creatures, etc. main unaffected. All other spell-like of Holding, Portable Hole), or will cease Obviously, any items that normally al- powers of such items will be affected as functioning (Mirror of Life Trapping). A low the user to go ethereal or use any described in the section of this article on Phylactery of Long Years cannot slow other similar powers will still have their alterations of magical spells. [Savants aging, since [normal] aging doesn’t take protective enchantments (reduced one have ways and means to overcome or place. A Well of Many Worlds will open a step), but those powers will not be usa- alter such magical losses, but that will passageway to any plane, just as a Cubic ble. Cursed items with negative enchant- have to await publication of the AD&D™ Gate does. ments (-1 shield, missile attractor) also game expansion. . . .] A Talisman of Pure Good (or Talisman of Ultimate Evil) will cause its victims to be lost permanently (Wishes notwith- standing) in astral space. A Chime of Hunger will stun all nearby for 1 round only, with no other effects.

Weapons, Armor, and Protective De- vices: When such items are brought into the Astral Plane, the enchantments upon them are lessened, since their enchant- ments are so closely connected to the Prime Material Plane. One “plus” is sub- tracted from such items’ bonuses, on “to hit,” damage, or protection scores. Thus, for example, a +2 sword becomes a +1 sword, a +3 ring of protection becomes +2, etc.

DRAGON 45 46 NOVEMBER 1982 The Dragon Publishing 1982 Module Design Competition Dragon Publishing is looking for a few good modules. If you are the more strict, than for previous contests. If you intend to enter, be sure proud creator of an adventure or scenario for any of TSR Hobbies’ your entry is composed and submitted in accordance with all the role-playing game systems, and you think your work compares favora- regulations spelled out in the following text. An author’s failure to bly with modules previously published in DRAGON™ Magazine, we comply with all the rules will almost certainly result in the automatic invite you to enter your manuscript and maps in the Dragon Publishing disqualification of that entry. 1982 Module Design Competition. Contest entries will be accepted for any of the categories listed This contest is much larger in scope than the design contests we’ve below. Each contestant may enter different modules in two categories, held in the past. Many of the rules are different, and some of them are but not in three or more.

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

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48 NOVEMBER 1982 DRAGON 49 of King the Cats Fiction by Gillian FitzGerald

When Caitlin ni Hugh O’Leary was six- herself as a chief’s daughter should, but there handsome face, broad at the brows and with teen, the harpers and the bards mourned that was no arrogance or selfishness in her man- high cheekbones, and tapering to a strong, the age of the heroes was over, for if ever a ner. Toward her suitors she behaved with narrow chin, framed by the square-cut fall of woman was worthy of Cuchulain or Fionn kindness and politeness, speaking to them all ebony hair. He wore a doublet of black Mac Cumhaill, it was she. Like Cuchulain’s with equal friendliness and showing no more velvet, a silk shirt and hose of leaf green, and lady Emer, she was the best in Ireland for the warmth to one than another. Still, it was high black boots of some soft leather that six gifts: the gift of beauty, the gift of voice, expected that when the time came she would clung to his lean, muscular calves. At his the gift of sweet speech, the gift of needle- wed her cousin Fineen Ban (or Finn the Yel- throat gleamed a silver brooch in the shape work, the gift of wisdom, and the gift of low, as the Sassenags would say) O’Leary, so of a cat’s head, and the twin to the brooch chastity. Such a woman, they sang, had not called because his hair was the color of ripe clasped his silver sword-belt; each had small been seen in Ireland since the Tuatha de corn, and he favored silk shirts dyed bright emeralds for the cat’s eyes. So the stranger Danann had left the world of mortal men to saffron. Now Fineen was a nice enough fel- was not poor, however he had come to be fend for itself — except perhaps for her own low in his way, handsome and rich, though a lost in the storm. great-great-great-grandmother Aine, whose bit high-handed at times, and a little too He gave a low, graceful bow in Hugh’s beauty was still sung of by the harpers, and proud of his fine house and his yellow gold, direction. “My lord, I thank you for giving a who was said to have been one of the Tuatha but still a nice enough fellow and better than poor traveller shelter from the cold and herself. For didn’t she have the Sight, and the most. So though all expected her to give in to damp. I confess I prefer a warm fireside to a gift of healing by her touch, and wasn’t it the her father’s urging, and wed Fineen Ban, chill wind, especially when the hearth warms truth that she did not lie decently buried in more than one person had been heard to a lady as lovely as this one.” His green eyes lit the churchyard as one would expect of the mutter that she was wasted on such a man; a up when they rested on Caitlin’s face, and she mother of three fine sons, but had vanished hero from the days of the Tuatha was what had the grace to blush at his admiring gaze. on the day of her husband’s death, and she as she deserved, and Fineen Ban was no Fionn “What’s your name and family, young fair and radiant at forty as the day he’d Mac Cumhaill. man?” asked Hugh shortly, wanting to know brought her home a bride of fifteen? The betrothal was expected to be an- a bit more about this bold young man who But whether Caitlin was one of the Good nounced at the midsummer gathering of the was staring at his daughter with far too much People, or only a mortal woman, of one clan, and perhaps it might have been, if it had warmth for such a short acquaintance. thing all were certain, and that was that she not been for one icy night in February when The young man smiled and made another was the loveliest woman who’d ever been the wind howled down the chimneys like a graceful bow. “I’d not meant to forget the seen in her part of Ireland, and the suitors wolf at bay. There came a knock at the door; courtesies, my lord, but the sight of such a came from miles about to woo her with gifts a servant opened it to let in a bedraggled fair one drove all else from my head. ’Tis and soft words. Her father was rich, it is true, stranger, his hooded cloak of rich green Tam Chattan I am, called Black Tam by my and she would bring her husband a fine dow- velvet dripping snow. He flung off the cloak, friends, and I’ve come across the sea from ry, for she was the heiress of all her father which was lined with a silver grey wolf pelt, Scotland to seek a wife. I’d heard it said that owned, but if she’d lived in a cottage with and stood looking about the hall for a mo- the lasses in Ireland were the bonniest in the nothing but the gown on her back to call her ment. Lord Hugh’s hound, who roamed world, and now I know what’s said is only own, they would still have flocked to her about the hall, let out a low growl, and began the simple truth. And may I know in whose door for the love of her own sweet self. She to bark at the stranger — or it might have hall I am sheltering?” was small, and slim as a blade, with skin been at the kitchen cat and her kittens, who “I am Hugh MacNaill O’Leary, and this white as the apple blossoms and hair bright had come running into the hall and were my daughter Caitlin.” as the red-gold torque she wore about her rubbing themselves against the stranger’s It was obvious to all who watched that slender throat. Her eyes were green as the legs and purring. something strange and wondrous was hap- sea, and she’d a smile that would make a “Down, Warrior,” ordered Lord Hugh, pening between Tam Chattan and Caitlin. priest forget his prayers. When she laughed, snapping his fingers. “Show a stranger prop- They could not take their eyes off each other, it was sweeter music than a minstrel’s song, er welcome.” The hound moved away from and it was next to her that Hugh bade Tam and when she sang to the strumming of her the man and went to a corner, but his bright, sit, for he had given the place of honor to harpstrings, her voice was like the song of the dark eyes stayed fixed on the man, and he Fineen Ban, who sat between Caitlin and kerlew or the warm notes of the thrush at kept up a low, steady whine of disapproval. himself. Fineen Ban did what he could to evening. Her small white hands could spin The stranger reached down to pet the little regain Caitlin’s attention, but it was no use. and weave, and the work of her needle was calico queen and her family, as he warmed She had eyes and ears for no one but Tam highly prized. She knew much of herbs and himself for a moment before the fire. Then he Chattan, as she sat stroking the little grey healing, and she had Aine’s own way with the made his way to the high table, sauntering kitten who had crawled into her lap, and who sick, as well as her gift of the Sight, for no with a bold, swift grace. He was a young now curled there, purring. When Tam man or woman could look Caitlin in the eyes man, and one to make a lady’s heart beat a reached out to pet the little creature, the and not speak the truth. little faster. His mane of soft, thick hair was kitten licked him delightedly and mewed its For all her beauty and her talents, she was black as night, and so was the luxuriant bliss. His hand brushed Caitlin’s, and their a kind and merry maid, not a fine, proud beard and mustache that framed his laugh- eyes locked. It was like the time Oisin, son of lady like some that could be mentioned. ing mouth. His eyes, slanted under arching Fionn Mac Cumhaill, first saw Niamh, and Sure, she was proud of her state, and carried brows, glittered like emeralds in a boldly fled with her to Tir N’an Og, for he could not

50 NOVEMBER 1982 be happy on earth without her. So it was with hooded and could only scent him. It had “Swords,” answered Tam, “and right now Tam and Caitlin. feared no one else, only Tam. Hawks and — if you don’t mind, Caitlin.” Tam stayed through the storm, and when hounds feared him, but not horses or cats. She threw up her hands. “Must men al- the snow melted so that the roads were once Tam rode like a gypsy, and he seemed ever to ways be little boys, playing at soldiers? Fi- again fit for traveling, he asked leave of be followed by a parade of cats of all sizes neen Ban, you’re banished from my father’s Hugh to court his only daughter. No one was and colors. Perhaps he was a devil in dis- hall as soon as he hears, and that will be in a surprised, but Fineen Ban was furious. He guise. No, that could not be: He was just as moment, for I go now to tell him. And I tried all he could think of to tempt Tam to lucky as the devil, that was all. There had to promise you that if you draw one drop of challenge him, for that would be a breach of be a way to win back Caitlin’s favors. Tam Chattan’s blood, I will curse you with courtesy, and Hugh would be forced to cast As spring became summer, Fineen grew all my heart.” So saying, she ran into the hall. him out for breaking the peace of the hall. more concerned. It was scarcely two weeks Tam drew his blade. “Are you ready, Once this brash newcomer was gone, thought before the midsummer gathering, and Hugh Fineen?” Fineen, all would be well, and Caitlin would intended to announce Caitlin’s betrothal at Without answer, Fineen lunged at him. He turn to him again. But Tam saw through that time. Once the contracts were signed, fought with spirit and flair, for he’d had the Fineen’s sneers and slurs, and answered each there’d be no hope. Hugh was an honorable best of teachers, but Tam was quicker and boast or insult with a silky smile, as if Fineen man, and nothing would induce him to break better. He parried all of Fineen’s lunges easi- were not worthy of his anger, which natural- his word, once it was given. It was time for a ly, as if he were dealing with an untrained ly angered Fineen all the more. desperate plan. Fineen Ban O’Leary com- boy, scarcely moving at all. Fineen grew ang- With spring came fine weather, and the forted himself that he was saving his sweet rier with every moment, cursing under his men of the hall rode out daily with their cousin from marriage to a man who would breath at this smiling, unhurried devil. With hounds to hunt the red deer for fresh meat only make her unhappy, and it salved his unthinking fury, he launched a series of at- for the lord’s table. Tam was asked to join conscience, for what he had in mind could tacks. Tam parried the first one to the side, the party, but always declined with one mild not be called honorable by any man. deflected the second above his head, then excuse or another. One afternoon in May the One morning, a week before the betrothal parried the third and moved swiftly so that hunters, led by Fineen Ban, came upon him feast was to be held, Caitlin and Tam rode his sword was all too close to Fineen’s throat. in the meadow, his head in Caitlin’s lap, out together through the woods. From the Infuriated, feeling cornered, Fineen rushed staring drowsily up at the blue spring sky. depths of the cool, dark forest came the crash forward in desperation to knock Tam’s sword “So this is how you spend your days, Tam of horses’ hooves, and suddenly they were from his hand, but only succeeded in nearly Dubh, dallying with the lord’s daughter surrounded by a dozen large, well armed tripping himself, for Tam’s blade was not while honest men hunt for your meals. Are outlaws. Their leader took hold of Caitlin’s where it should have been. you so afraid of sitting on a horse?” reins, and when Tam drew his sword, he “That’s not how it’s done at all,” said Tam “Not at all, Fineen,” said Tam, getting to found six men coming at him at once. Tam lazily. “Here, let me show you.” And with his feet with a lazy grace. “Nor am I afraid of offered no resistance as they yanked him off one swift movement, he sent Fineen’s blade the stag’s horns, but someone must keep the his horse and tied him up. spinning from his hand, to land halfway Lady Caitlin safe from harm, and I am the When Fineen Ban returned in triumph to across the courtyard. one she asked to accompany her this day. the hall with a rescued Caitlin, he found Tam Tam sheathed his sword. “I believe the Surely a lady’s wishes count for something?” waiting for him, arms folded, leaning against matter’s settled. Best leave before Lord Hugh “Surely you’ll see that I cannot go out the door. This was not what he had expected. tosses you out, as I tossed your sword.” without some safeguard, Fineen,” said Cait- “’Tis amazing to me, Fineen Ban, how Tam stood there, smiling, with a dozen lin with a sweet smile. “You’ve told me so quickly you saved our lady from the outlaws, cats around his feet, all purring and regard- often enough in the past.” when no one even knew she’d been taken. I ing Fineen with contemptuous golden eyes, And so he had, but the guard he’d had in just returned myself within the hour, and eyes that were much like Tam’s own green mind was himself — not this silken-voiced Lord Hugh’s men have just ridden out. You ones. “Your sword’s over there,” said Tam, stranger. He wheeled about, and at that must have passed them on the way,” drawled gesturing to where the weapon was lodged in moment one of the hounds broke free from Tam with insolent politeness. a pile of dung up to its jeweled hilt. “I believe the pack and, howling, launched itself at It was too much for Fineen. He leaped you’ll need this —” he tossed Fineen a hand- Tam, who stood stock still. Just when it down from his horse and strode over to Tam, kerchief — “to clean it before you sheathe it. seemed as if the huge hound would sink its who still leaned in the doorway. It breaks my heart to see a good blade sharp teeth into Tam’s throat, he reached up “And what do you mean by that, Chattan?” mistreated.” one hand in a movement as swift as lightning “What do you think I mean, my friend?” Something in Fineen snapped at that silky and, as a low growl came from his throat, “Do you dare accuse me of risking my insult. As he bent down to retrieve his sword, snapped the hound’s neck. lady’s life to win favor with her father?” he suddenly pulled a dagger from his boot, Caitlin ran to him, flinging her arms about “If that’s how you choose to take my whirled, and sent it flying toward Tam’s him. “Tam, you’re not hurt, are you?” words . . .” Tam shrugged. “What do you heart. But it never reached Tam, for in his “Not a bit, lass,” he whispered, as he mean to do about it?” place stood a huge black cat, with a tail like a looked over her slim shoulders, his green Caitlin had dismounted and come toward plume, and Tam’s own green eyes staring at eyes meeting Fineen’s blue ones. “Not a bit.” them. “Fineen, you will not break the peace him from the cat’s triangular face. Spitting It haunted Fineen. What kind of man was of my father’s hall . . . I forbid it. Nor will you and howling, the cat leaped for him, and this Tam Chattan who could break the neck of a lay hands on my betrothed.” was the signal for the other cats to do like- wolfhound almost as big as himself, and with “He is not yet your betrothed. And I will wise, like any army following its leader into one hand at that? Such tales had been told of let no man call me a traitor to my lord with- battle. Fineen put up his hands to ward them Cuchulain, but this man was not one of the out challenging him. Surely you see—” Fi- off, and fled. When he got a safe distance old heroes come to earth again. But . . . he neen was in an agony of indecision. If he did away, he looked back over his shoulder, and was no ordinary man. The more Fineen not challenge Tam Chattan, he would be there in the courtyard stood Tam Chattan, thought on it, the more it worried him. It was branded a coward and a traitor. If he did hands on his slim hips, laughing uproarious- not the first time the dogs from the hall had fight him, he would incur Hugh’s wrath and ly, surrounded by his cats. The giant black tried to attack Tam. Nor were dogs the only Caitlin’s displeasure. Whichever path he tom was nowhere to be seen. creatures that seemed ill at ease with him. chose, he would lose her — but at least if he Now Fineen had reached the end of his Once, when one of the young falconers had fought Tam, he’d have the satisfaction of wits. It was plain that it was no human man brought a newly trained hawk to Hugh for wiping up the floor with him. who had bested him, but a devil. He could his approval, the hawk had nearly snapped “What weapons and time do you wish?” he not fight such a one alone, so he sought help its jesses, trying to fly at Tam, though it was demanded. from one who knew the ways of magic.

52 NOVEMBER 1982 When it was dark and he would not be seen, things as you’ve told me. But fear not, for I “Then they crown an impostor, for I am he dressed in poor clothes, his cloak hiding a know how you can force him to show himself the King of the Cats.” He bowed to Hugh. “I well-filled purse and a ready blade, and went as he really is.” And she told him a plan must leave, my lord. My kingdom calls me to the house of Old Bridget, the wise woman. On the night of Caitlin’s betrothal, the hall home.” Old Bridget looked at him with bright, was filled to bursting. All the leaders of the “Not without me, Tam Dubh,” said Cait- dark eyes that were strangely young in her family had gathered there to witness the con- lin softly, reaching out a small white hand to wrinkled face. “What do you want of me, tract, and to partake of the great and lavish touch his sleeve. “I follow you wherever your Fineen Ban O’Leary?” meal Hugh had planned. For two days, the path takes you.” “How do you know me, old woman?” cooks had been preparing the stews and fine “Would you go with me, knowing what I “Who does not know Fineen Ban, who meats and the grand cakes and pastries to be am?” once hoped to marry the O’Leary’s daugh- set before the guests. Caitlin sat beside Tam, “I’ve known what you were since the first ter? But another has won her, it seems. How who occupied the place of honor at Hugh’s moment I set eyes upon you, Tam. I’ve the can I help you?” right. She smiled at him warmly, and his Sight, as you should know. Why should it “You can help me to get rid of that grin- hand kept straying over to touch hers. This bother me that you’re not mortal? The blood ning devil who plans to marry Caitlin.” was the sight that greeted Fineen as he crept of the Tuatha runs in my veins, too. We’re “Why do you call him a devil? From all into the hall in the guise of a servant. two of a kind, my love, and so well suited for I’ve heard he’s a well spoken, fair young lord At last Hugh rose, and lifted a toast. “To each other. You’ll not be rid of me so easily.” from over the sea.” my daughter Caitlin, and the man she will “Be rid of you? Never in my life, Caitlin.” So he told her it all, about Tam and how wed. It was a happy night when he came in And he bent his head to kiss her lips, and neither hawk nor hound would willingly ap- from the snow to my fireside.” suddenly in their places were a black tom, proach him, how he broke the neck of the The guests roared in approval, and several twice the size of any ordinary cat, with fur wolfhound with one hand, how he always more toasts of a like nature were made. Then like midnight silk, and a tail like a plume, went surrounded by an adoring bodyguard Fineen Ban threw off his disguise and strode and eyes like twin emeralds, and at his side a of cats — and how he, himself, turned into a forward. small, dainty, fluffy cat with soft red-gold fur cat when the knife was thrown at him. “So Instantly Hugh was on his feet, shouting. and merry, sea-green eyes and an enchanting what could he be but a devil?” finished Fin- “Fineen Ban, I ordered you from my hall! purr. They ran off toward the door, but be- een. “Old woman, give me a charm to break How dare you break the peace of Caitlin’s fore they vanished into the sweet summer the spell he’s cast on Caitlin, for surely she betrothal?” evening, Fineen heard the black tom hiss: “If could not love him of her own free will.” “I had not such thought, my lord. I am this is a lie, beware the cat’s claws, Fineen “Hold now, Fineen. ’Tis no devil you’re here only to make a toast.” Ban, for they are sharp.” dealing with, but one of the Good Folk.” He reached over and took Tam’s silver And they say Fineen Ban never again saw “The Sidhe?” goblet and raised it high. “To the King of the a cat, black or otherwise, cross his path “Aye, lad, the Tuatha themselves. And not Cats! They say the new King will be crowned without crying in fear, for he knew that one of the ordinary ones, but a lord among this night on Tara Hill!” As he drank, he someday Black Tam Chattan would return them. There’s only one who could do such watched Tam leap up, his green eyes glowing. to keep his promise.

D RAGON 53 is no great difficulty in causing common basic materials such as stone, earth (soil), or wood to appear. These sorts of mate- (Continued from page 9) rials in raw, unworked form are easily gained by means of this extinguished by a cloudburst, small ones instantly, medium spell. Similarly, other inorganic or non-living materials such as ones in 3-5 segments, large ones in 8-10 segments. Magical water, air, dung, straw, etc., can be conjured. When simple fires will also be extinguished by a cloudburst, with the follow- plants are concerned, such as when the caster attempts to ing general rules applying: Permanent magical fires will relight bring into being an area of grass, there is a base 100% chance of in 1-2 rounds. Small, rekindlable magic fires such as that of a total failure. The base chance is modified downward by 1% per flame tongue sword will be affected only during the actual level of the spell caster. Animal life can never be affected by this cloudburst. Spells such as produce fire and burning hands will spell. In no event can worked, refined, or fabricated items be be negated. Large-area spells such as fireball, flame strike, wall brought into being by a material spell. The spell essentially of fire, etc. will, in the course of being extinguished, vaporize enables the magic-user to create common things of a basic the rain; a cloud of steam of quadruple area of effect volume will nature. be created. This steam will inflict 1-3 points of damage on normal creatures within its area, double damage on cold- Melf’s Minute Meteors (Evocation/Alteration) dwelling or cold-using creatures. It will persist for 2-5 rounds, half that if a breeze is blowing, 1 round if a strong wind is Level: 3 Components: V, S, M blowing. Range: 1“/level Casting Time: 5 segments In arid regions, the cloudburst will act only as a double- Duration: Special Saving Throw: None strength precipitation spell. In hot and humid areas, the dura- Area of Effect: 1 target per missile tion of the spell will be extended to 2 rounds. In areas with a temperature between 31° and 33° F., sleet rather than rain will Explanation/Description: This spell is unusual in two re- fall, with ice and slush being formed when it accumulates. In spects. First, the dweomer enables the caster to cast small temperatures of 30° F. and lower, the cloudburst becomes a globes of fire which burst into a 1 ft. diameter sphere upon snowburst, with one inch of snow falling per segment. Whether impact, inflicting 1-4 points of damage upon the target creature the cloudburst falls as rain, sleet, or snow, very hot creatures — or otherwise igniting combustible materials (even solid not saving versus magic within the area of the spell will suffer 10 planks); and this ability continues from round to round until the points of damage, plus 1 point of additional damage for every caster has fired off as many of these “meteors” as he or she has segment they remain within the cloudburst area. The material levels of experience, until he or she decides to forego casting components for the spell are powdered silver and powdered any additional still remaining, or until a dispel magic spell is iodine crystals. successfully cast upon the magic-user. Second, once Melf’s Minute Meteors is cast, the magic-user has the option to dis- Detect Illusion (Divination) charge the available missiles at the rate of 1 every 2 segments, as desired, or 1 every round (beginning with the initial round of Level: 3 Components: V, S, M casting). Range: Touch Casting Time: 3 segments In the first option, the caster must point at the desired target Duration: 2 rounds + 1/level Saving Throw: #one on the 2nd segment of the round the spell was cast, and a Area of Effect: Line of sight 1” wide, 1”/level long missile will be discharged. This process is repeated every 2 segments thereafter until all of the missiles are so released. Explanation/Description: This spell is exactly the same as the Naturally, this usually will mean that the spell actually carries 1st level illusionist spell detect illusion (q.v.) except with regard over into at least the following round. to duration, as shown above. Similarly, if the second option is chosen, the magic-user can withhold or discharge missiles as he or she sees fit. This option Item (Alteration) also has the benefit of enabling the spell caster to actually discharge one of the “meteors” and conjure some other spell as Level: 3 Components: V, S, M well. The additional spell must be of such a nature as to not Range: Touch Casting Time: 3 segments require the continuing concentration of the spell caster, or else Duration: 6 turns/level* Saving Throw: Special he or she will involuntarily forego the casting of any further Area of Effect: 2 cu. ft./level of the spell caster missiles from the original spell. However, considering that the * — Non-living material allow quadruple duration. magic-user will have had the opportunity to have discharged a missile and cast a spell in the same round is of such benefit that Explanation/Description: By means of this spell, the magic- the potential loss is not of concern. (Note that if the magic-user user is able to touch any normal, non-magical item of a size fails to maintain an exact mental count of the number of mis- appropriate to his or her area of effect and cause it to shrink to siles he or she has remaining, this is an unfailing indication that one-twelfth its normal size. Optionally, the caster can also he or she has involuntarily foregone the remaining portion of change its now-shrunken composition to a cloth-like one. Only the spell.) living things are entitled to a saving throw versus magic, but The components necessary for the casting of this dweomer each such save is at +4 Objects changed by an item spell can be are nitre and sulphur formed into a bead by the admixture of returned to normal composition and size merely by tossing pine tar, and a small hollow tube of minute proportion, fash- them onto any solid surface or by word of command from the ioned from gold. The tube costs no less than 1,000 gold pieces original spell caster. Note: It is possible to affect a fire and its to construct, so fine is its workmanship and magical engraving, fuel with this spell. but it remains potent throughout numerous castings of the spell — unless damaged by accident or abuse. Material (Evocation-Conjuration) Secret Page (Alteration) Level: 3 Components: V, S Range: 1” Casting Time: 1 round Level: 3 Components: V, S, M Duration: Permanent Saving Throw: None Range: Touch Casting Time: 1 turn Area of Effect: 1 cu. ft./level Duration: Until dispelled Saving Throw: None Area of Effect: 1 page of any size up to 2 ft. square Explanation/Description: A material spell allows the magic- user to actually bring into being certain common things. There Explanation/Description: When cast, a secret page spell al-

54 NOVEMBER 1982 ters the actual contents of a page to appear to be something and a puff of dun-colored smoke which is 1” in diameter and entirely different. Thus, a map can be changed to become a lasts for 1 round. The three applications are: 1) as a glowing treatise on burnishing ebony walking sticks; the text of a spell sigil in the air drawn by the spell caster and pointed at the can be altered to show a ledger page or even another form of intended target; 2) as a glyph of umber marked on some sur- spell, etc. The caster is able to reverse the effect of the spell by face; and 3) as a small character written into some magic work the mere utterance of a command word, then peruse the actual to protect it. The components for the spell are 100 gold pieces page, and return it to its secret page form thereafter. The caster worth of powdered amber, a scale from any snake, and a pinch can also remove the spell by double repetition of the command of mushroom spores. word. Others noting the dim magic of a page with this spell cloaking its true contents can attempt a dispel magic, but if it Dispel Illusion (Abjuration) fails, the page will be destroyed. Short of an alter reality or wish spell, only will-o-wisp essence will reveal the true nature of the Level: 4 Components: V, S subject of a secret page spell, if that page is not subjected to Range: ½”/level Casting Time: 4 segments dispel magic. The material component of the spell is powdered Duration: Permanent. Saving Throw: None herring scales. Area of Effect: Special

Sepia Snake Sigil (Conjuration/Summoning) Explanation/Description: This spell is the same as the 3rd- level illusionist spell of the same name. However, the magic, Level: 3 Components: V, S, M user attempting to dispel the illusion is considered at two levels Range: ½” Casting Time: 3 segments below his actual level with respect to illusion-phantasm types Duration: Special Saving Throw: None of spells cast by an illusionist. Area of Effect: 1 sigil Wind Wall Explanation/Description: There are three forms of this spell, but each eventually causes the conjuration of a deep brown Level: 3 Components: V, S, M snake-like force. This so-called sepia snake springs into being Range: 1”/level Casting Time: 3 segments and strikes at the nearest living creature. Its attack is made as if Duration: 1 round/level Saving Throw: Special it were a monster with hit dice equal to the level of the magic- Area of Effect: An area 1” wide and ½” high per level of caster user who cast the dweomer. If it is successful in striking, the victim is engulfed in a shimmering amber field of force, frozen Explanation/Description: This spell brings forth an invisible and immobilized until the caster releases the dweomer or until a curtain of wind of considerable strength — sufficient to blow dispel magic spell does so. Until then, nothing can get at the birds as large as crows upward, or to tear papers and like victim, move the shimmering force surrounding him or her, or materials from unsuspecting hands. (If in doubt, a saving throw otherwise affect the field or the victim. If the sepia snake misses versus magic determines grasp.) Normal insects. can’t pass its target, it dissipates in a flash of brown light, with a loud noise such a barrier. Loose material, even cloth garments, caught in a

D RAGON 55 wind wall will fly upward. The material components are a tiny of tentacle from a giant octopus or giant squid. (The casting of fan and a feather of exotic origin. the spell requires considerable time, but it is unlikely that this is linked to the meager components.) Evard’s Black Tentacles (Conjuration/Summoning) Leomund’s Secure Shelter (Alteration-Enchantment) Level: 4 Components: V, S, M Range: 3” Casting Time: 8 segments Level: 4 Components: V, S, M Duration: 1 round/level Saving Throw: Neg. Range: 2” Casting Time: 4 turns (see below) Duration: 6 turns/level Saving Throw: None Area of Effect: 1 tentacle/level of the caster in a 10’ r. Area of Effect: 30 sq. ft./level

Explanation/Description: By means of this spell the caster Explanation/Description: This spell enables the magic-user creates many rubbery, black tentacles in the area of effect of to magically call into being a sturdy cottage or lodge, made of the dweomer. These waving members seem to spring forth material which is common in the area where the spell is cast from the earth, floor, or whatever surface is underfoot — includ- — stone, timber, or (at worst) sod. The floor area of the lodging ing water. Each tentacle is 10’ long, AC 4, and takes as many will be 30 square feet per level of the spell caster, and the points of damage to destroy as the magic-user who cast the surface will be level, clean, and dry. In all respects the lodging spell has levels of experience. Furthermore, there will be one will resemble a normal cottage, with a sturdy door, two or more such tentacle for each of the levels of experience of the spell shuttered windows, and a small chimney and fireplace. caster. Any creature within range of the writhing tentacles is While the lodging will be secure against winds of up to 70 subject to attack. If more than one target is within range of a miles per hour, it has no heating or cooling source (other than tentacle, the probability of attack on each is determined and the natural insulation qualities). Therefore, it must be heated as a result found by die roll. A victim of a tentacle attack must make normal dwelling, and extreme heat will certainly affect it, and its a saving throw versus magic. If this succeeds, the victim takes occupants, adversely. The dwelling does, however, provide 1-4 hit points of damage from initial contact with the tentacle, considerable security otherwise, as it will actually be as strong and it then is destroyed. Failure to save indicates that the as a normal stone building regardless of its material composi- damage inflicted will be 2-8 points, the ebon member is tion, resist flames and fire as if it were stone, and be generally wrapped around its victim, and damage will be 3-12 points on impervious to normal missiles not of the sort cast by siege the second and succeeding rounds. As these tentacles have no machinery or giants. The door, shutters, and even chimney are intelligence to guide them, there is the possibility that they will secure against intrusion, the two former being wizard locked entwine any object — a tree, post, pillar — or continue to and the latter being secured by a top grate of iron and a narrow squeeze a dead opponent. Once grasped, a tentacle remains flue. In addition, these three areas are protected by an alarm wrapped around its chosen target until the thing is destroyed spell (q.v.). Lastly, an unseen servant (q.v.) is called up to by some form of attack or it disappears due to the expiration of provide service to the spell caster. the dweomer’s duration. The component for this spell is apiece The inside of Leomund’s Secure Shelter will contain rude

66 NOVEMBER 1982 furnishings as desired by the spell caster — up to 8 bunks, a Otiluke’s Resilient Sphere (Alteration-Evocation) trestle table and benches, as many as 4 chairs or 8 stools, and a writing desk. The material components of this spell are a square Level: 4 Components: V, S, M chip of stone, crushed lime, a few grains of sand, a sprinkling of Range: 2” Casting Time: 4 segments water, and several splinters of wood. These must be augmented Duration: 1 round/level Saving Throw: Neg. by the components of the alarm and unseen servant spell if Area of Effect: 1 ft. diameter per level of the caster these are to be included in the spell; i.e., string and silver wire and a small bell. Explanation/Description: When this spell is cast, the result is a globe of shimmering force which encapsulates the subject Magic Mirror (Enchantment-Divination) creature — if it is small enough to fit within the diameter of the sphere and it fails to successfully save versus magic. Level: 4 Components: V, S, M The resilient sphere will contain its subject for as long as its Range: Touch Casting Time: 1 hour dweomer persists, and it is not subject to damage of any sort Duration: 1 round/level Saving Throw: None except from a rod of cancellation, a wand of negation, or a Area of Effect: Special disintegrate or dispel magic spell. These will cause it to be destroyed without harm to the subject. The subject may strug- Explanation/Description: By means of this spell, the magic- gle, but all that will occur is a movement of the sphere. user changes a normal mirror into a scrying device similar to a The material components of the spell are a hemispherical crystal ball. The details of the use of such a scrying device are piece of diamond (or similar hard, clear gem material) and a found in the Dungeon Masters Guide, Miscellaneous Magic matching hemisphere of gum arabic. Treasure section, under Crystal Ball. The mirror used must be of finely wrought and highly polished silver of a minimum cost Shout (Evocation) not less than 1,000 gold pieces. This mirror is not harmed by casting of the spell as are the other material components — the Level: 4 Components: V, M eye of a hawk, an eagle, or even a roc, and nitric acid, copper Range: Self Casting Time: 1 segment and zinc. (Cf. fifth level cleric spell, magic font, and second Duration: Instantaneous Saving Throw: Neg. level druid spell, reflection pool.) (Editor’s note: Descriptions of Area of Effect: 1” x3” cone these two new spells will be published in upcoming issues of DRAGON™ Magazine.) Explanation/Description: When a shout spell is cast, the

D RAGON 57 magic-user empowers himself or herself with tremendous vo- Ultravision (Alteration) cal powers. With the dweomer of the spell the caster releases an ear-splitting noise which has a principal effect in a cone shape Level: 4 Components: V, S, M radiating from the mouth of the caster to a 3” terminus. Any Range: Touch Casting Time: 4 segments creature within this area will be deafened for 2-12 rounds and Duration: 6 turns + 6 turns/level take a like amount (2-12 points) of damage. Any brittle or Area of Effect: One creature Saving Throw: None similar substance subject to sonic vibrations will be shattered by a shout, e.g. a wall of ice. A spell of this nature can be Explanation/Description: By means of this spell the magic- employed but once per day, for otherwise the caster might user empowers the recipient to see radiation in the ultraviolet permanently deafen himself or herself. The material compo- spectrum. In night conditions this means that vision will be nents for casting the shout spell are a drop of honey, a drop of clear, as if it were daylight, to a range of 100 yards, and shadowy citric acid, and a small cone made from a bull’s or ram’s horn. and indistinct from beyond 100 yards to about 300 yards dis- tance. If the night is very dark, with thick clouds overhead, Stoneskin (Alteration) reduction of ultravisual sight is 50%. Where more than about 6 feet of earth or 3 feet of stone interpose between the sky and the Level: 4 Components: V, S, M individual, such as in virtually any underground area, ultravi- Range: Touch Casting Time: 1 segment sion allows only vision of the dimmest sort in about a 3-foot Duration: Special Saving Throw: None radius, since the ultraviolet rays are screened out. (Of course, if Area of Effect: One creature an emission source is nearby, the visual capabilities improve accordingly.) Nearby light, including the radiance shed by Explanation/Description: When this spell is cast, the affected magic items, tends to spoil ultravision, the brightness of the creature gains a virtual immunity to any attack by cut, blow, rays “blinding” the eyes to dimmer areas more distant. The projectile or the like. Thus, even a sword of sharpness would material component for this spell is a crushed amethyst of at not affect a creature protected by stoneskin, nor would a rock least 500 gold pieces value. hurled by a giant, a snake’s strike, etc. However, magic attacks from such spells as fireball, magic missile, lightning bolt, and so MELEE: THE INTELLIGENT DM forth would have normal effect. Any attack or attack sequence On occasion the question of the length of a melee round from a single opponent dispels the dweomer, although it makes comes up in relation to the number of attacks delivered. Of the creature proof against that single attack or attack se- necessity, a game of role playing adventure which has elements quence. Attacks with relatively soft weapons, such as a monk’s of magic included in combat is going to be abstract, shall we hands, an ogrillon’s fist, etc. will inflict 1-2 points of damage on say. For the sake of the pace of the game, the longevity of player the attacker for each such attack while the attacked creature is characters, and the inclusion of magic, weapon combat must protected by the stoneskin spell. The material components of be kept to a fast tempo while at the same time allowing combat- the spell are granite and diamond dust sprinkled on the recip- ants leeway to break off, change tactics, or whatever else is ient’s skin. called for. Thus, a one-minute round with a single effective

58 NOVEMBER 1982 weapon blow is the norm. Likewise, damage is kept minimal, so death, and miraculous escape are part of the adventure in the that a carefully advanced character will not generally be slain AD&D™ game system. While some prate about “realism” in by a single stroke of some kobold’s axe. Weapon blows, just as fantasy, it is a DM’s duty to provide fun! hit points, are scaled to a real individual. For example, a single swing of a broadsword will slay a THE WHOLE TRUTH AND NOTHING BUT normal person. Armor helps only in determination of a hit, not There are many active rumor-mongers in the hobby, and in damage, although armor could actually reduce damage as it some attempt to parley scraps of inside information into a few took damage itself, eventually being totally ruined. That latter dollars for themselves. Actually, if you ever wish to know about method adds unneeded complication to the combat system, so something that TSR is doing or planning, it is about 90% likely forget it! Hit points and their accumulation make up for much. that you can find out by asking — personally or in writing. As I have often stated, no human can actually withstand dam- (Those readers who have attended one of my seminars will age which would fell a rhino. Damage above 12 points or so is understand what I mean). There have been some rumors about not actually withstood — the points inflicted are mere scratches, TSR acquiring Grenadier. Well, TSR has been talking to bruises, misses which remove a few hairs, etc. Similarly, armor miniature-figure manufacturers now for about five or six years, class assumes the defender is active and doing his or her best to off and on. We are interested in doing metal miniatures. Gren- stay out of the way. So to handle melee intelligently, the DM adier and TSR have been in discussion regarding some form of must know the reasoning behind it all and keep it in mind when close affiliation for about two years. These talks have now adjudicating situations. reached a serious negotiation stage. Nothing is yet certain, but One evidently thick-headed writer once wondered about the I am hopeful that agreement can be reached before the end of difficulty of killing an unarmored character with some powerful the year. If Grenadier becomes a part of TSR, it will mean even weapon. After all, this marvel of intellect stated, a medium-level closer co-operation, better figures, and figures released con- character would have to be struck many times in order to currently with games and modules. reduce his hit points to zero. Any DM could give such a person Anyone familiar with high-impact dice knows that TSR’s the lie easily, once the concepts of melee are understood. Can DRAGON DICE™ random number generators are about the magically sleeping creatures be slain at a stroke? You know it, best that can be found — but only for long wear and true shape. even if they have several hit dice. Likewise, the helpless charac- We were well aware that the material, color, and overall appeal ter is subject to easy execution — provided the character is of the dice we offered was not high, despite their features of truly helpless, of course! Can he or she break free and escape? durability and exactness of casting/molding. For the last year Grab a nearby weapon and attack? Whatever, we have all read we have been busy making dice as fast as we could, for we were about or seen heroic characters who manage to escape from short hundreds of thousands of sets for games and orders. certain doom. If your players are really into role playing, they Well, we caught up a while ago, and then our people went to should bombard you with a host of ways and means by which work on the development of high quality dice with more attrac- they can escape impending death. As a good DM, you should tive features — color, transparency, translucency, and size consider each such suggestion on the merits of the situation variation. Expect to see some fine offerings soon. and adjudicate accordingly. Intelligent melee combat, certain We were disappointed to lose the design staff of SPI, but it

DRAGON 59 was by no stretch of the imagination a serious blow to TSR’s of just how it all works. I still feel good about our movie! plans for production of the general game line offered by SPI in I still feel bad about the film, CONAN THE BARBARIAN. My the past. We have designers of high caliber on our staff in Lake review of the film brought letters in response. One suggested Geneva, and they are itching to do simulation games. We also that had I not read the REH books, and were I about 14 years of get many applications for design staff positions, because we age, I would have liked the film. He is probably right. Another offer our personnel excellent benefits and high salaries. How- letter suggested that I did not actually review the film properly ever, we have a New York office, and I personally desire to because I was judging it from the bias of being a fan of How- maintain an SPI presence there. Not only is the Big Apple the ard’s work, and I failed to treat its components, such as the original home of SPI, but there are many highly talented de- music and cinematography of De Laurentiis. Had the movie signers and writers there. With a liaison in New York, I believe been titled “IRVING THE BARBARIAN” I would not have been that we will be better able to employ that talent pool. That is still quite so rash in my comparisons to what Howard wrote and in the works, by the way. what De Laurentiis produced. As it is, however, my opinion is Speaking of free-lance designers, all of you Good Readers unchanged. It was a terrible film which did nothing more than should keep in mind that TSR is looking for excellent module rape the Howard works for a few names. Acting was bad, and so submissions for any of our RPG systems. Be sure and get a was characterization. The film dragged — even the orgy scene release, sign it, and mail it in with any submission. Material was boring. The plot was thin at the beginning and never got submitted must be typewritten, complete, and in manuscript better. I regret to say that with all of that working against it, I can form. The format for any module should strictly adhere to that not even recall a bar of the music. Also, with regret, I can only used in the latest TSR module for the same game system. Maps say that in my opinion the cinematography matched the overall need only be rough. Artwork will be added by TSR. Artists quality of the balance of the film. Aristotle says in POETICS that should also remember TSR as a market for their work. For the least important aspect of a tragedy is its spectacle. Special details of current needs contact Kim Mohan (DRAGON™ Mag- effects were not bad! Frankly, chaps, I did expect a film of azine) or Dave Sutherland (TSR). Rates of pay for modules run top quality. Instead, I saw a typical De Laurentiis production. from about $2,000 up. Artwork is by type and size, of course, but Regarding my review of Games Day 82, one letter writer pay is highly competitive. Check all this out! suggested that both the exhibit-oriented conventions and the And speaking of New York City, we also have our Entertain- player-oriented ones have their place. I totally concur, for hob- ment Media Office there. James Goldman is coming along very byists need to meet the manufacturers and view their latest well with the script for the film to be based on the AD&D™ game, wares, just as enthusiasts need to get together for tournaments and all concerned are pleased with events so far. I have been a and “fun” gaming. TSR does run three small conventions in fan of the film medium for well over 30 years, but I didn’t know a Lake Geneva each year (Autumn Revel, , Spring thing about the business until three years ago when we first Revel). This list should expand to four soon, and all are game began to negotiate with producers and agents for some TV or events with no exhibitors at all. However, the reader proposed feature film use of our property. After many trips to Los Angeles that the RPGA™ network might be the logical sponsor for a big, and New York City, and after even more meetings, phone calls, player-oriented gathering. I think the idea is worth considering letters, and rough-deal memos, I am beginning to get some idea . . . what say the powers at that association? Stay tuned, folks.

60 NOVEMBER 1982 EGG answers letters on new classes and takes a long look at comeliness

Lest I be forced to an existence of do- finalizing the Barbarian sub-class of A BEAUTIFUL IDEA ing nothing save answering your flood of Fighters, just as actual play-testing here and Francois Marcela- missives, please be forgiving if I am un- is. Cavaliers were usually rated in the Froideval are already hard at work, and I able to answer each of you personally upper middle range, and that average am being flooded with suggestions and — though I shall, indeed, attempt to do was carried through for Mountebanks as ideas from these Good Gentlemen. Fran- so. At times all writers feel as if they are well. Mystic rated the lowest, since no cois uses a “Beauty” attribute for his addressing a void, for seldom does an individual’s rating had it as number one. characters, and I have come to the con- article bring any response. An occasion- However, from the general comments, I clusion that you might also like to use al letter of praise or of critical (even in- fear that much of that is due to my own such a rating. Here are my thoughts: sulting) nature is often a treasure, for inadequate description of the class. Comeliness is my word for the attri- such tokens indicate that someone is ac- Several Good Readers suggested that bute. Beauty is too specific, as it calls to tually reading what is written at great I seek ideas from character classes pub- mind a positive state of good looks. effort. Allow me now to add a new identi- lished elsewhere. I regret that I cannot “Comeliness” has a more neutral conno- ty to readers of this column: Hyperactive do so, of course, copyright laws being tation; i.e., a character with a 3 attribute Enthusiasts! I am inundated with res- what they are. In fact, I make it a point to score for Beauty would be a non-beauty, ponses, and I am pleased, for I do indeed not read other systems and articles, but a 3 in Comeliness implies ugliness. need the benefits of your thinking! since I do not wish to plagiarize. Howev- Comeliness is not charisma. Charis- When I attended the World Science er, details of the classes which have ma, however, can affect comeliness. Af- Fiction Convention in early September, I developed since I wrote about them, or ter the six attributes of a character are began to get an inkling of the interest were not gone into in the brief treat- determined, his or her looks must be de- players have respecting the expansion ments, will please many who viewed one termined. Is the character ugly, homely, of the AD&D™ game system. After inter- or another proposed class as too limited. plain, or pretty? This characteristic is de- view questions, the audience was (as is What will not be covered in the expan- termined by the comeliness roll. 3d6 are usual) given a chance to ask what they sion are the anti-paladin (perish the rolled and totalled. The resulting number, would of me. Many questions pertaining thought!) and the samurai. An assassin between 3 and 18 inclusive, is modified: to new character classes were posed is about as close to an anti-paladin as is Characters with a charisma of less then, and afterward in casual chats. When needed. Evil is strong and well repre- than 3 will have an adjustment of -8 on I returned to the office after Labor Day, a sented. I by no means champion it. As I comeliness, so that it will fall in the stack of letters on the subject awaited have said before, an anti-paladin is a range of -5 to +10. For charisma of 3, my attention. The correspondence con- third leg, and I have never yet seen any the adjustment is -5; charisma of 4-5, tinues to come in, and I am doing my reasoned proposal which justifies the -3; for 6-8, -1; for 9-12, no adjustment; best to keep up. For the benefit of all, I inclusion of such a sub-class. I believe for 13-15, +1; for 16-17, +2; for 18, +3; will sum up several important things I that attempts to include the character and for charisma of more than 18, +5. have gained from perusing the mail: type come from players who wish to Racial note: Charisma adjustment to Learned Players, I assure you that I am have an “unbeatable” character for them- comeliness applies only to the race of not overly sensitive to critical opinions. selves. Furthermore, there is little men- the character; i.e., dwarves to dwarves, Not only do I speak freely when I think it tion of such a type in mythology or fan- elves to elves, etc. Comeliness adjust- is necessary, I consider intelligent com- tasy literature, so we do not have a solid ment by racial type applies to other races ments of all sorts, whether they agree role-model. only and is: with my own opinions or not. Several Samurai are a different story entirely. Half- ...... -3 letter writers apologized for not liking Granted the Monk is not part of Medieval Dwarves, gnomes ...... -1 one class or another, and were hesitant tradition or the usual European-based Halflings, humans* ...... 0 to express their thoughts for fear I might fantasy. It belongs in an Oriental-based Half-elves*, sylvan elves* . . . . +1 be offended. Far from it, I find such game. Why then not include samurai? Gray elves*, high elves*...... +2 comments very useful in development of Why compound error! I intend to move * — Treat as same race. material. After all, while it is impossible the Monk to the appendices where Bards The possible range of comeliness now to please everyone, critical opinion is of now reside. It is hoped that sometime reaches from a low of -8 (a 2 charisma great benefit in improving approaches, soon we can begin on another version of half-) to +25 (a 19 charisma gray elf). or in the decision-making process which the AD&D game system which is based Considering that many other creatures could lead to discarding an idea. If any- on Sino-Japanese culture. While such a will eventually be given a comeliness rat- one has hesitated to write because of not work will be aimed principally for sale in ing — for better or worse — the possible wanting to “offend” me with a contrary the Far East, you may rest assured that spread will be broadened to range from opinion, I trust the foregoing will reas- an English-language version will be avail- -20 to +30. This reflects well from a myth- sure that the forum is an open one where able to all interested players, so that a ological base and provides a solid work- blame as well as praise can be aired. complete and meaningful campaign ing spread. The range of comments was astound- based on Oriental tradition and myth can Comeliness will have the following ef- ing. There is absolutely no consensus of be run. That means Ninja, Samurai, Ro- fects on creatures of human sort. (This opinion as to which class is most desira- nin, Yakusa, Monks, and possibly Taoist category includes, but is not necessarily ble. For every letter which listed Savant clerics. Naturally, they will be in a setting limited to, humans, demi-humans, hu- on the top and Jester on the bottom, I which is relative to their powers and in- manoids, giant-class, and bipedal crea- seemed to find another which reversed terrelationships, with appropriate mon- tures of human-like form and motivation.) the ratings. I have gone ahead with the sters and deities, arms and armor. The -16 or lower: Those viewing a charac- Thief-Acrobat split (Editor’s note: The possible meeting between these two se- ter with comeliness this low are repulsed description will appear in issue #69), and parate cultures will be difficult to handle, and horrified, so as to turn away or at- I sincerely hope all of you will favor me and so some special rules will probably tempt to destroy the creature so offen- with your immediate impressions and be required. That remains to be seen, so sive to the sight. If the individual with low considered opinions garnered from ac- let’s leave it at that for now. comeliness is powerful, the reaction will tual play. Input from you is helping me in E. Gary Gygax tend toward escape, or reinforcement of D RAGON 67 previously determined awe (horror) re- will see him or her with comeliness ad- character, follow him or her, and gener- action. With creatures of like and Evil justed by +2 for charisma.) ally behave foolishly or in some manner alignment, the effect is that of a positive +10 to +13: Plain to average comeli- so as to attract the attention of the char- comeliness of the same total. ness; no effect on the viewer. acter. The reaction adjustment is double -15 to -9: Disgust, evidenced by a ten- +14 to +17: Interest in viewing the indi- the score of comeliness; i.e., 22 equals dency to look away, revile the individual, vidual is evidenced by those in contact, +44%. Charm- like power will affect all and act hostile in general. Under no cir- as he or she is good-looking. The reac- those with wisdom of less than two- cumstances will this character be ac- tion adjustment is increased by a per- thirds the comeliness score of the char- cepted by the viewers unless all are of centage equal to the comeliness score of acter. If an individual of the opposite sex Evil alignment, so that the negative the character. Individuals of the oppo- is actually consciously sought by a char- comeliness can be regarded as positive. site sex will seek out such characters, acter with comeliness of 22-25, that indi- -8 to 0: Aversion and a desire to be and they will be affected as if under a vidual will be effectively charmed unless away from so ugly a creature will be evi- charm spell unless wisdom of such indi- his or her wisdom is 18 or higher. Rejec- denced by all viewers. If given an excuse, viduals exceeds 50% of the character’s tion is as above. those near the individual will be hostile comeliness total. +26 to +30: Unearthly beauty of this and openly aggressive; otherwise they +18 to +21: The beauty of the character sort can be possessed only by creatures will merely tend toward rejection. will cause heads to turn and hearts to from other planes — demi-gods and +1 to +6: As such an individual is sim- race. Reaction for initial contact is at a demi-goddesses and deities of unusual ply ugly, the reaction evidenced will tend percent equal to 150% of comeliness sort. Reaction adjustment is double toward unease and a desire to get away score. Individuals of any sex will be af- comeliness score. Charm- like power is from such brutishness as quickly as pos- fected as if under a charm spell unless effective on all save those with wisdom sible. If given the opportunity, the char- their wisdom exceeds 50% of the charac- equal to 75% of comeliness, save that 19 acter’s charisma can offset ugliness, but ter’s comeliness total. Individuals of the or higher wisdom always allows saving this requires a fair amount of conversa- same sex will do likewise unless wisdom versus the power. An individual of the tion and interaction to take place. totals at least two-thirds of the other opposite sex who is consciously sought +7 to +9: The homeliness of the indi- character’s comeliness score. Rejection by the possessor of such unearthly vidual will be such that initial contact will of harsh nature can cause the individual beauty and comeliness will always be be of a negative sort. This negative feel- rejected to have a reaction as if the char- under the spell of the individual with ing will not be strongly evidenced. High acter had a negative comeliness of half such beauty unless he or she has wis- charisma will quickly overcome it if any the actual (positive) score. dom of 20 or more. conversation and interpersonal interac- +22 to +25: The stunning beauty and N.B.: Charm from attraction due to tion transpires. (Consider a dwarf with gorgeous looks of a character with so comeliness does not affect the abilities 16 charisma and a base comeliness roll high a comeliness will be similar to that of the individual with respect to fighting, of 9; he or she will be at 8 when viewed by of those of lesser beauty (17-21), but in- spell casting, etc. It could, however, af- all creatures save other dwarves — who dividuals will actually flock around the fect alignment.

62 NOVEMBER 1982 POKER, CHESS, AND THE AD&D™ SYSTEM

THE OFFICIAL WORD ON WHAT’S OFFICIAL

by E. Gary Gygax when presenting this new game at a he and his group of half a dozen friends chess tournament sponsored by the US. really like the “design”!) Sounds silly, A few individuals consistently voice Chess Federation! (But all six of the guys but that happens frequently to TSR’s misconceptions about the DUNGEONS who played it with me loved it!) AD&D game. & DRAGONS® and the ADVANCED If one thinks of the D&D game struc- Notice that TSR owns the ADVANCED DUNGEONS & DRAGONS™ games with ture as a book which covers most of the DUNGEONS & DRAGONS game sys- respect to the whole of the genre of fan- forms of chess, including variants, and tem. Well, they own the DUNGEONS & tasy role playing in general and TSR in tells prospective players how to put to- DRAGONS game, too — just as Parker particular. This matter would be of small gether a board and select which pieces Brothers owns MONOPOLY and THE import indeed, were it not that some of and pawns will be used in the creation, MAD MAGAZINE game. TSR holds the these few are also connected with com- the parallel is not far from the mark. This copyrights to the D&D and AD&D games. mercial ventures in the Adventure Gam- is especially true if one then likens AD&D They own the Trade Marks. Use of either ing industry in general and fantasy in gaming to Western chess. In the former, must be by TSR or with its permission. particular. Because of this basic mis- the interested party constructs the de- Neither game is public domain. No other conception and lack of knowledge, it is sign by steps, beginning with a small firm can make any commercial use sometimes difficult to communicate ef- board and simple pieces and adding whatsoever of either game without per- fectively. In order to cast light on the space and more complex movement as mission from TSR. Furthermore, house situation, please follow along as I draw a skill and desire dictate. The latter case rules are as different from place to place couple of analogies. Although the paral- dictates the size and power of all pieces as can be imagined, so that of the several lels aren’t exact, they do demonstrate and pawns immediately, but the enthu- million D&D game players, the only rec- quite amply the points to be made. siast must then concentrate on the skill ognized basis for intra-group play are In the wide range of card games there required to play the game well. the rules furnished by TSR. It is far more is poker. It is a separate and distinct One letter from a reader of DRAGON™ tight a basis when AD&D gaming is con- game from all others played with cards. Magazine commenting on the barbarian sidered. Of the two or so million players There is a single recognized authority on sub-class (issue #63) was critical be- of that game system, only about 5% even poker — Hoyle. Now the Hoyle rules re- cause the approach differed from the get DRAGON Magazine and read the of- late two distinct types of poker played. other established classes. Using the ficial rules additions. Just as TSR sells One sort is pretty well free and includes analogy to chess, I suggest that the ob- far more D&D games than are sold of all lots of house rules and hands such as the jection is similar to criticism of the move other competing fantasy role-playing skip-straight, straight round the corner, of the knight because it can leap over products combined, DRAGON Magazine blaze, and so on. The other form of the other men while none of the other pieces has a circulation which is over twice that game is that which is played according or pawns can do so. That is an aside. of all of its competitors. To claim that any to the rules set forth by Hoyle. If one Allow me to return to the major point other FRP game system has the accep- were to liken the D&D® game system to which must predicate what follows. tance of D&D gaming is absolutely con- the former sort of poker, and the AD&D™ Using the relationship of games, think traverted by hard facts. When AD&D game system to the latter, one wouldn’t about this: Would any intelligent person gaming is included in the totals, there is miss the mark by much as far as general purchase a copy of the MONOPOLY® no contest — it is a laugher. Similarly, concept is concerned. game, add in some parts of THE MAD DRAGON Magazine dominates the field, Now consider chess. The game name MAGAZINE® game, imagine it to be but even with its relatively large circula- actually is a generic for many national somehow “better” than either one alone, tion, it reaches less than 25% of the total and variant boardgames involving piec- and then announce to everyone far and D&D/AD&D game audience. Now we es and pawns which probably evolved wide that the end product was not only have some perspective. from the Indian game, Chaturanga. Be superior, but it was still a MONOPOLY If one plays the D&D game system, it is that as it may, consider the chess enthu- game? As ludicrous as that sounds, that possible that material from outside that siast who discovers the fact that there is pretty much what happens when even offered by TSR to be included in the are, indeed, hundreds of different ver- well-meaning players of TSR games try game. Such a game becomes “house sions of the game in addition to that to mix and match different systems. Now rules” poker, so to speak. One then eith- which the Western world calls chess. consider the result when some overzeal- er announces the special rules, or drops Imagine this delighted fellow then busily ous MONOPOLY game fan blends in them, when players from outside the taking what he considers to be the best what he considers “improvements” from core group participate in the game. features of Shogi (Japanese chess), the LIFE game and the CAREERS game, Hoyle has even begun to standardize Timor’s Chess (a variant game), and a claiming that the result is a MONOPOLY house rules, and this is similar to what few of his own ideas. These he uses to game — an improved version, of course TSR will be doing in the next few years as create a new game — chess, of course. — and playable by all other MONOPOLY a special team of designers and editors Envision the reception he would receive game enthusiasts everywhere. (After all, work on the D&D game system — both to

D RAGON 63 finish it and to make a few needed The barbarian phistication. They get tougher and more revisions. This brings us nicely round to whether wily. This also should be clear to those The AD&D game system does not al- or not the barbarian sub-class of fighters who wonder about the amount of exper- low the injection of extraneous material. unbalances the AD&D game — or is too ience points required to gain a level — it That is clearly stated in the rule books. It weak and useless for consideration. is hard-earned, “school of hard knocks” is thus a simple matter: Either one plays Opinions were about evenly divided be- learning which enables them to get bet- the AD&D game, or one plays something tween those two positions. Is the barbar- ter, not any form of schooled training, else, just as one either plays poker ac- ian a true class? Perhaps the character exercise, and like instruction. cording to Hoyle, or one plays (Western) could better be described as an individ- Similarly, barbarians have lots of wea- chess by tournament rules, or one does ual from a certain type of society or cul- pons to be proficient in — those typically not. Since the game is the sole property tural group. Certainly, one could not call used by a barbarian culture, you will of TSR and its designer, what is official the barbarian group a race. In any case, note, and not necessarily those which and what is not has meaning if one plays the designation “profession” isn’t bad, are most likely to give the character an the game. Serious players will only ac- for barbarians work at being what they edge in combat. Barbarians do not have cept official material, for they play the are and derive their livelihood from the the opportunity of weapon specializa- game rather than playing at it, as do pursuit of such activity. Of course, bar- tion as regular fighters now do (see issue those who enjoy “house rules” poker, or barians must come from a particular so- #66 of DRAGON Magazine). Because of who push pawns around the chess ciety, but then it is only logical to assume their power and innate abilities, they board. No power on earth can dictate that magic-users come from that strata need no magic weapons to hit magic- that gamers not add spurious rules and of developed society which enjoys mon- laden monsters such as gargoyles, dem- material to either the D&D or AD&D ey, education, and position. How else ons, or golems. No one ever asked, but game systems, but likewise no claim to could such a class of characters be barbarians cannot ever be anything else. playing either game can then be made. trained so long and expensively? What- One cannot start as some other profes- Such games are not D&D or AD&D ever justifies the barbarian, or the magic- sion and become a barbarian at a later games — they are something else, clas- user, is not actually germane. Does the stage. Likewise, once a character is a sifiable only under the generic “FRPG” sub-class work? That is the question. barbarian, he or she can never opt to catch-all. To be succinct, whether you TSR has sufficient faith in the creator of change to some other profession and play either game or not is your business, the system to say “yes” by allowing me to have dual classes. but in order to state that you play either, produce official material on a carte How about lack of magic? Is AD&D it is obviously necessary to play them blanche basis. Be that as it may, there play half magic? Does the whole cam- with the official rules, as written. Thus, were too many questions about the sub- paign require that magic permeate each when you get information in these pages class to simply pass over them all by and every character’s existence? Yes. . . which bears the “official” stamp, that offering a “take it or leave it” position. and no. The game itself subsumes a means it can immediately be used in It is obvious to anyone who has the magical multiverse. Action generally game play. opportunity to read the letters regarding takes place in some setting filled with Certainly, even those groups who ad- the barbarian that the objections to the manifold dweomers. All character class- here strictly to the rules may develop class are both contradictory and reac- es use it to some extent, even the barbar- certain rule extensions or cases which tionary. As I mentioned before, of those ian. How is it that the sub-class has the differ from what is written. These indi- comments which questioned the barbar- powers it does? They are magical, but in viduals are notable, for in a tournament ian, it was nearly a standoff between a non-standard way, of course. Let us they are heard inquiring about how cer- those protesting it as too strong and say that their very non-magical nature tain rules or situations will be handled. those asserting it was too weak. A few gives them a sort of paramagical aura. They play D&D or AD&D games and fully wondered why a decision to be a barbar- Thus they have superior characteristics understand what that means. I do hope ian character had to be made prior to and powerful capacities to detect magic, that all Good Readers are now as well rolling dice for attribute scores. The avoid ambush and surprise, and so on. grounded in the facts of the matter. answer is simple: The game is based on The barbarian’s armor class bonus for Either you play TSR’s D&D and AD&D role-playing principles, and it is easier to high dexterity, +2 per point above 14, games, or you play variants of them, or do so with a course determined in the means that a barbarian’s dexterity bonus you use a hodge-podge system, or else first place. Method I of Generation of in combat can be as high as 8. Combined you play one of the systems which have Ability Scores encourages the player to with chain mail and shield (AC 4), the grown up after TSR’s. Unless you play arrange scores so as to be able to choose adjusted rating is AC -4. Anyone who the AD&D game system, you probably a character profession from predisposi- claims that is insufficient, especially won’t have much purpose in reading tion rather than dice-determined statis- considering the mass of hit points a bar- what is official and what isn’t. In any tics. It is but a step removed from there to barian will have, just doesn’t know the event, bear in mind that the mainstream deciding on play as a barbarian sub- first thing about AD&D game play. Those play both game systems as they appear. class fighter and rolling dice according- who believe it to be excessive, particular- Next time someone touts some maga- ly. Frank Mentzer suggests that the 4d6 ly at low levels of play, have more of a zine or game as being useful for inclu- system could be employed, with min- point. However, when relative hit points sion in your campaign, consider the imum score requirements of 16 strength are considered, as well as the fact that foregoing. Adding non-official material and constitution, 15 dexterity, and a the armor class is relative to the situation puts your game outside the D&D or maximum wisdom of 15. That will work, — and many instances will disallow dex- AD&D game system. It becomes some- but it seems to beg the question. Playing terity bonus — that argument also loses thing else at best. as a barbarian is offered to players as a most, if not all, of its force. Is a 1st-level Far too often, extraneous material tin- determined choice, not as one of several magic-user with a sleep spell too strong? kered onto the existing D&D or AD&D possibilities — or a mere afterthought. After all, that character. can absolutely campaign will quickly bring it down to a This is a part of the whole concept. Thus, demolish a 4th-level character, a pair of lower level at best, ruin it at worst. Fads the level title for a barbarian never varies. wererats, possibly, or all sorts of other and “new, state-of-the-art” games come Such a character, properly role-played, monsters more powerful than himself. It and go, but the D&D and AD&D games is bred, raised, grows, and dies a barbar- is touch and go. . . even assuming you keep on growing and improving. The ian. Barbarians do not need training to are lucky enough to start play with so choice is yours. go up levels, because they gain no so- powerful a spell as sleep. Is a maximum

64 NOVEMBER 1982 of 20 hit points too much for a 1st level shunned — whether out of embarrass- in the areas of strength, dexterity, and character? Someone said that about a ment, dislike, or fear is entirely open to constitution. To have real prospects for barbarian. A ranger with 18 constitution question. If absolutely necessary, such long-range play, the character must have has a hit point spread of a minimum of spells can be tolerated for short periods 18, 16, and 17 respectively. That, Gentle 10, medial 17, maximum 24. Is anyone of time, but by choice any barbarian Readers, is why they are given 9d6,7d6, upset about that? All that is really being must seek more direct solutions with and 8d6 for those categories. A low-level questioned is change, because this sub- arms. Obviously, faced with a situation barbarian has a better than average class is different from others. Well, Gen- which required the barbarian to perform chance of survival without such high tle Players, that is what you’ve been ask- a given plan, and that action was impos- rolls, but at higher level, he or she is not ing for, and that is what I am here to do. sible without magic — possibly even wiz- going to do well unless strength, dexteri- Believe it or not, I actually know my ard magic — the intelligent barbarian ty, and constitution combine to give high game system and what or what will not would be forced to stoop to such low hit points, low armor class, and superior work within its parameters! That is why means to reach the end. Shunning punishment potential. the barbarian is cut off at 8 hit dice, by doesn’t mean the same as never asso- the way. The points to be had from 8d12, ciating with: Look the word up. Again, it The deva with the constitution bonus awarded, are doesn’t assert that barbarians will slay all So how about the official new crea- surely enough of a basis for a STRONG magic-users just because they reek of ture, the deva? (It is pronounced with a character. Now let’s go back to magic noisome magic, nor does it state that long “e” — deevah, with the accent on and saving throws. clerics casting spells above 2nd or 3rd the first syllable.) Some oddly oriented Reasoned study of the barbarian sub- level will be done to death by the out- chap accused me of plagiarism because class proves that they need no magic raged barbarian. Low-level spells are the religion and myth of India mentions armor or weapons. However, along with merely the power of a shaman/cleric devas. (Good gracious! I do hope that benefit of armor or protective devices, it given by some deity — not even god when this fellow checks out the Monster is certain that the barbarians need some magic. Higher-level spells of a clerical Manual he will forgive me. . . . And what boost in saving throws. This is doubly nature are disliked by barbarians, and will he think of Tolkien, I wonder, who true when the fact that they shun spells is they will not voluntarily be around those took virtually everything he wrote about considered. Thus, they have a stronger who make a practice of employing mag- from a background of basic resistance to poison and magical ic. Circumstances, as usual, alter cases. and English folklore? And R. E. Howard! forces. Note one very important change: Remember the spirit of the rules, instead Why, almost all of his names are taken In order to remain consistent with exist- of trying to find the letter by reading be- directly from actual history! Mercy! Such ing variances to saving throws, barbar- tween the lines. high-handed theft!) Those Enlightened ians save versus polymorph at +3 (rat her Who can be right all of the time? Not I! I Readers familiar with theosophy will than +2, as shown in the original article). admit with a slightly red face that I left immediately be able to recognize from Thanks to Frank Mentzer for noting this out yet another important point regard- whence I got inspiration for the three anomaly. In any event, the barbarian ing the class. Hit points are recovered at races of devas, and their more powerful sees magic of two sorts — wizard magic twice the normal rate, and barbarians associates the planetars and solars. Be- and god magic. The former is cast by can even get them back at the normal cause the races of devas are native to the magic-users and their ilk — puling crea- rate while active. Thus, rest allows re- Upper Outer Planes, their frequency is tures all. The latter sort of dweomer must gaining of lost hit points at +2 points per given for such areas. As is stated, they be tolerated, for who can argue with dei- day, and while moving and/or adventur- travel about in service to the deities of ties? A brooch of shielding (hopefully a ing points are regained at +1 per day. these planes and do not generally ram- rare find in any campaign) is so much This is part and parcel of first aid ability. ble about on persona! pleasure jaunts. If dross to a hard-nosed barbarian. He’ll The binding and care of damage is re- fans of demons and devils find them too take the niggling damage from the quired for barbarians to regain lost hit strong, I can hardly wait until they get a magic-user (that’s what his high hit points, helpful to characters and crea- look at what planetars and solars are points are for) and then hew the coward- tures in serious state of damage. Curing able to do! (Editor’s note: This essay was ly craven to pieces. Those magics which natural illnesses (diseases or magical ill- composed before the issue of DRAGON allow saving throws are so much the bet- nesses) is done the same as determining Magazine containing the planetar and ter, for the barbarian does have a better the success of poison antidotes. solar had been released.) Although there chance to save against them. Those that Whether or not a barbarian has hench- are fewer of these servants of Good, they happen, happen. With everything that men is a matter for the player, and the are far and away stronger than the min- the sub-class has, what real need is there barbarian’s charisma and actions, to de- ions of Evil. A strong character can han- for magic items? Scarce and rare finds in cide. Will the barbarian build or capture dle the typical demon or devil. With aid any well-run campaign, such wretched a stronghold of some type? Considering from a deva or two, any party of Good stuff is not for true humans (barbarians) the characteristics of the sub-class, role- alignment can hope to survive the dire in any event. playing a barbarian properly would indi- machinations of morally and ethically Magic performed by clerics, particu- cate that the character wouldn’t do well aligned foes with the forces of Darkness larly clerics who serve the deities of the in such civilized surroundings — at least to call upon. While they should be sel- barbarian and his or her tribe, is another for an extended period of time. Will a dom met, the potential is always there. matter. That sort of thing must be abided. barbarian attract followers? That is again Although illustrated as male, the races Who in a barbarian tribe would stoop to a matter for the individual. It is worth of devas are similar to humans in that using even the dweomer of deities? Why, pointing out that a barbarian with a rea- they have male and female sexes. They that’s simple: Men and women too old to sonably high charisma and a high exper- are bipedal and somewhat resemble fight, weaklings, and those odd individ- ience level is a very influential type when humans, but they are in no sense human. uals “touched” by some super-being. In dealing with other barbarians. In fact, they are nothing like the angels of a life-and-death situation, any self-re- Anyone with a relative charisma of 20 or Judeo-Christian teaching, or Moslem, specting barbarian would allow a proper more is certainly going to attract follow- for that matter, as they are a race, have servant of a known deity to do whatever ers if they so desire — and work at it a bit! no direct descent due to creation by a the deity directs through that servant. If In all truth, the sub-class is not too supreme being, and have corporal forms it goes against the barbarian grain, then powerful. It is, in fact, under-powered everywhere, save the Prime Material the offending cleric can be thereafter unless some very good rolls are gained Plane where they have material forms

D RAGON 65 but immortality. Devas have wings in The game rules hold as written, except in paign, let alone a tournament situation. order to fly — just as giant eagles and the case of the barbarian sub-class. Overall, the probability curves given rocs do. For much the same reason, However, because it is not a critical rule should be respected. They work exactly quite a number of the monstrous inhab- in the game, and character ability gener- as they should in relationship to the itants of the Lower Outer Planes have ation rolls are so frequently a matter for whole game system. wings. After all, AD&D gaming is postu- lying and cheating (where players really Another aside pertained to height and lated on medieval fantasy and mythol- cheat themselves, much as if they cheat- weight. The letter-writer held that height ogy. Because there are hordes of nasty ed at solitaire), methods of generation should determine weight. Perhaps that critters at work to promote Evil (and pro- which develop a reasonable spread and chap has never seen a short, fat person vide fodder for swordplay), it is neces- do not exceed the 18 maximum dice total or a tall, thin one. Somatyping could be sary to have some reasonable’ minions are acceptable “house rules.” The cre- interesting, but why put it into a game serving the opposing planes in the myth- dence of a campaign using such variant already fraught with many tables and ical multiverse of the game. To state that systems might be suspect, even with so charts? devas are patterned after angels is pre- small a matter. Speaking of tables and charts, I do posterous. They are patterned after Simply put, variants of this nature too have one severe problem with my own mythological and fabled concepts of often give undue advantage or penalty game system. I got talked into doing the what sort of creatures serve the forces of with regard to the probability spread as complicated and time-consuming series Good. They are written so as to make presented in the rules. Thus, how well for grappling, pummeling, and overbear- their alignment absolutely clear. To think will a player used to such undue advan- ing in a weak moment. I have regretted otherwise is to fly in the face of reason tage, or suffering from lack of exper- them ever since. I tend to use a very sim- and against the entire gamut of crea- ience in some class or race because of ple system which we initially developed tures patterned in the AD&D game sys- unfair restrictions, do in a tournament for such close-quarters combat in about tem. Much of the inspiration for it all is where the correct systems are used? It 1974. Being a glutton for punishment, I borrowed from folklore, myth, and le- should not take a mathematical wizard to am now asking all of you Gentle Players gend. To claim that some demon names determine that there is a radical differ- to give me your comments on the matter. match those found in the Bible makes as ence in the probability curves of the to- Am I alone in disliking the rules and sys- much sense as asserting that devas are tals of the highest 3 of 4d6 -1 compared tems for weaponless combat as present- from Indian myth or that they are angels. to the total of 4d4! Curves which improve ed? Do you wish something different? Devils and demons were either taken the character’s chances for high ability Should the whole matter be more pre- from common lists of secular writings on scores are more acceptable — cheating cise? Would you enjoy such combat the topic, or made up on the spot as the always takes place in beginners’ cam- more if it was accomplished with greater need arose. Some are obviously based paigns anyway. They do penalize partic- alacrity and simpler rules? Here is your on the gods of ancient cultures — Assy- ipants, however, as they do not prepare chance to influence the course of the ria, Babylonia, Persia, etc. Some are of them for the “facts of life” in a real cam- matter. medieval origin. Who borrows from whom becomes quite muddled in the span of history. Frankly, what difference does it make when we are talking about a time separation of centuries?! There was a typographical error in the stats for one of the devas. This is impor- tant! The astral deva has a “mace-like” weapon which strikes as if it were a mace of disruption wielded by an 8th level cler- ic, not a 9th level cleric, as shown. My thanks to Chuck Conerity for spotting the glitch!

Other topics As an aside, one letter-writer asked if magic-users were ever going to benefit from intelligence at lower levels, sug- gesting that they needed spell help in the form of bonuses such as clerics gain. Not so. Magic-users are strong enough as they are. The benefit they gain from intelligence is the capacity to know addi- tional spells and the more immediately important chance of being able to com- prehend any given spell when first pre- sented with it. Adding to magic-user strength is certainly a case of gilding gold and painting lilies. It won’t be done here! Adding some new, useful spells at all levels is something else again. . . . This same writer also asks: “Are the characteristics for halflings still going to be generated by the roll of 3d6 in all cases?” As Method I for such generation suggests that 4d6 be used, the question seems rather pointless, shall we say?

66 NOVEMBER 1982 The Role of Books, Part One Myth, legend, and folklore by stories which are, after all, the heart of abridged version for $2.75, or as three myth — nothing could have survived un- books for about $2 each. I’ve also seen a Every fantasy role-playing game de- less the story was good enough to be Random House hardcover edition for rives its substance from ancient and me- told and retold verbally for centuries. $6.95 in the local university bookstore, dieval myths, legends, and folklore. De- Bulfinch deliberately avoids the “diction- but I’m not sure this can still be ordered pending on the length of a game’s rules ary” form of presentation, which can be from the publisher. and the number and type of supple- rather dry, and also stays away from di- ments, modules, and articles associated rect translation, which can also be dry Larousse World Mythology with the game that have been published, and which would fill vast numbers of While Bulfinch is the standard for the some of the traditional sources have pages. For gamers, the form of presenta- “story” version of myths and legends, been converted directly into rules for tion used in Mythology is enjoyable while this book compiled for a famous French monsters or encounters. But no game retaining enough detail to allow the publishing house is the standard for the has yet more than covered the tip of the “translation” of a story or an aspect of a “scientific” version, we might say. Each great iceberg of our mythic foundations. story into an encounter, a monster, or a section is written by an expert, and while No single person can read a substan- non-player character. the stories themselves are mentioned tial fraction of the original tales passed The three books (originally published and described, and the format is quite to us by hundreds of poets, saga-writers, in the 1860s) which make up the Mythol- readable, there is more emphasis on and priests. But books which summarize ogy trio are Age of Fable, primarily deal- analysis and comprehensive coverage. It aspects of this traditional fiction can be ing with Greek, Roman and Norse myth is categorized by nation or area, and it great sources of ideas for game referees and legend; Age of Chivalry, which cov- covers every part of the world. The bibli- and players. Some of the more useful ers Arthur, the Mabinogeon (Welsh) le- ography will be useful to those wishing and well known references on myth, le- gends, Robin Hood, and other stories of to go further into a particular mythos. gend and folklore are these: English knighthood; and Legends of Because of its value as a reference work Charlemagne. The Fable section is half — it is virtually an encyclopedia — I Bulfinch’s Mythology again as long as Chivalry, which is slight- would be surprised to find any substan- This is the most well known summary ly longer than Charlemagne; in the Ran- tial non-specialist library which did not of myths and legends. It can be found in dom House edition I read, the combined have some edition of this work, though it most libraries, and is in print in a variety book amounts to almost 700 pages. is presently out of print. of forms. Thomas Bulfinch retells the The combined work is available in an (Continued on following page) How to use these books and not spend a fortune

Many of the books examined in this different times), the library is more likely them sell used books, but most special- column (and future columns in this se- to buy it. In some cases showing the li- ize in publishers’ overstocks and remain- ries) will be available only in fairly ex- brarian a copy of the column from this ders. Overstocks are sold because the pensive editions, or will be out of print. magazine may help. publisher feels it has more copies on Since most of the books will only be indi- If your local library won’t purchase the hand than it can sell normally through rectly valuable to gamers, as opposed to book, or can’t because it’s out of print, bookstores. By selling its extra books actual game aids which are directly ap- ask about an inter-library loan policy. cheaply, the publisher reduces invento- plicable to a game, few readers will want Any library can borrow books from an- ry and consequently reduces taxes and to lay out large sums to purchase the other library, even one in another state. storage costs. Remainders are books for books even if they’re available. So how There will be very few books a library which there is no further demand from can you avoid spending the money and can’t borrow from somewhere, but the bookstores. The publisher sells them at a still use and enjoy the books? question is how much it might cost you. large discount to a mail-order firm, since First, you can borrow them from your Some libraries charge patrons nothing, some revenue is better than none. In local public library, or read them in a others sometimes charge and sometimes either case, the books cost around half library. College and university libraries don’t, depending on whether the lending of list price, plus postage (which is less are probably more likely to have a given library charges the borrowing library, per book the more books you order at book, but even if you can’t borrow books and some libraries routinely charge the one time). The mail-order catalogs de- from such libraries, many will allow you patron for their trouble. A typical charge scribe each book in one sentence or one to use their books in the building. It can vary from a few dollars to as much as paragraph (with some exaggeration, I doesn’t hurt to phone or visit to ask ten dollars a book. But it won’t cost you might add), and books are categorized about the library’s policy. anything to ask what they charge. Gen- by subject. For a free catalog, write to If libraries you can use don’t have a erally you’ll be able to keep the book a one or both of these mail-order houses: book you want, you can ask them to buy week or two, usually no more. Barnes & Noble, 126 Fifth Ave., it if it’s still in print. Perhaps the library If none of these avenues bears fruit, try New York NY 10011 will be inclined to take the requests of looking for the book in second-hand Publishers Central Bureau, adults more seriously than those of bookstores. Prices are, naturally, much 1 Champion Ave., Avenel NJ 07001 younger persons, but in any case most lower than list, yet a used book is just as If you decide to buy a book new, re- librarians want to know what their pa- readable as a new book. Ask around. member most books that are in print are trons are interested in. Once again, it If there aren’t many second-hand not on the shelves of the average book- doesn’t hurt to ask, and if you and sever- bookstores in your area, you can con- shop. Most shops will order a book for al friends all request the same book (at sider mail-order booksellers. A few of you at no extra cost if it isn’t in stock.

D RAGON 67 A Dictionary of World Mythology Sahara, West Coast, East and South at hand, and if nothing else it will exer- by Arthur Cotterell (G. P. Putnam) Africa, and Madagascar); and Oceania. cise and lubricate your imagination. Unlike the Larousse, which dates from The subtitle describes the contents: “a 1963, this is a recently compiled work. It Brewers Dictionary of Phrase and Fable classification of narrative elements in may be called a “dictionary” rather than This has been a standard reference folk tales, ballads, myths, fables, me- an encyclopedia, but the entries are work for over 100 years, and it has been diaeval [sic] romances, exempla, fab- much longer than those in a typical frequently revised. But the emphasis is liaux, jest books and local legends.” In Webster’s. And, unlike a dictionary, Cot- definitely on “phrase”, not “fable”; while other words, every motif or simple plot terell’s work is first subdivided into seven one can find meanings and derivation of element in a vast array of literature is subject areas (by geography). Within many interesting expressions, there is categorized and listed — more than 3,000 each area, following a substantial intro- not enough here to make the book worth pages of information and inspiration. duction, are alphabetical listings. a gamer’s time. The entries for such For example, a part of one page lists the This book may be even less story- standard fantasy terms and names as motif “Magic object protects” followed oriented than Larousse, but it is sensibly “dragon” and “Hercules” aren’t long by a sub-motif of “magic object protects written and thorough. Moreover, if you enough to tell you anything you didn’t a city” and the sub-sub-motif “city im- want a copy of a comprehensive refer- already know. pregnable while statue remains”; then ence work, you may be able to afford this back to another sub-motif with “magic at $12.95, whereas Larousse is out of Motif-index of Folk Literature fire surrounds and protects” and so on. print and would cost $30 or more if it was by Stith Thompson; 6 vols. (revised In many cases, at least one tale using the available. (I’ve seen a $5.95 Dictionary in edition), 1955-58, Indiana U. Press motif is referred to, but I doubt that any the aforementioned university bookstore, This work was a landmark among folk- of us would bother to look one up. These but that particular edition isn’t listed in lore specialists when it first appeared, motif lists are obviously sources of ideas Books in Print.) but because of its limited appeal to the for adventures or magic items. (A sec- To give you an idea of the depth and non-specialist you’ll be lucky to find it in tion on Magic fills most of volume 2.) detail of the coverage, the sections are any but large university libraries. How- The work as a whole is so exhaustive West Asia (including Egypt, Sumer, Ba- ever, it may be worth some effort to find, (and exhausting, if you read for too long) bylon, Canaan, Asia Minor, Persia, and because no other work can provide the that you’re bound to encounter some no- Arabia); South and Central Asia (India, sheer volume of ideas for fantasy role- tions you’ve not run across before. I gar- Sri Lanka, Tibet); East Asia (Siberia, playing that this one does. No one would nered several hundred ideas from the Mongolia, China, Japan, Southeast Asia); want to read these books the way you’d work when I “read” it five years ago. Europe (Greece, Rome, Celtic lands, read a novel or a volume of history, or Probably only a dedicated referee will go Northern and Eastern Europe); America even the aforementioned Cotterell’s Dic- to the trouble to use it, but he’ll find that (North, Central, and South); Africa (the tionary; but it can be dipped into, pencil the books repay a few hours’ study. TROLLPAK leaves little to be filled in

Reviewed by maps; the text covers a span from the cults and religious practices of the trolls. trolls’ creation myths (critical to under- Also contained is a bestiary of the com- An imaginative and alien culture is standing their non-human psychology mon species domesticated by trolls — created and detailed in TROLLPAK. Be- and motivations) up through contem- giant insects. These insects are used as fore this gaming product appeared, non- porary histories of the part trolls have riding mounts, herd beasts, and hunting human races had been primarily con- played in the affairs of . beasts. Given man’s innate repugnance ceived of a one-dimensional, stereotyped These trolls, by the way, are not based for insects, this detail further emphas- villains with fangs, sketchily described on the trolls of Scandinavian legend, nor izes the alien nature of troll lifestyles. mostly in terms of their combat abilities, on childhood fairy tales, nor on the co- Book III, Into Uzdom, contains five ma- since it is presumed that most of the so- lorless trolls of the AD&D™ system: they jor scenarios highlighting various facets cial intercourse between humans and are a unique and imaginatively conceived of troll culture, as well as several smaller non-humans would be at the point of a race. Their biology and culture is dis- encounters — a troll trade caravan sword. Trollpak, however, is a clever and tinctly alien. For example, they can liter- (complete with the troll equivalent of entertaining look at the nature and cul- ally eat anything; their digestive systems trucks — giant praying mantises), moth- ture of trolls. This RuneQuest® supple- are designed to wrench nutrients from borne troll assassins, and a locust-riding ment, produced by Inc. and dirt and stones — and even, as legend tribe of nomads. One of the major scena- available for $18, contains three books, would have it, from thin air. Their senses rios is a trade mission to a larger troll two separate scenario descriptions, play- are unlike human senses; their primary village, where player characters are en- er handouts containing common knowl- sense organ is a kind of sonar. couraged to meet trolls on friendly, or at edge and rumors about trolls, and a large Throughout the text may be found lit- least not hostile, terms. The central dra- map of a section of Glorantha where tle marginal notes on such details as matic confrontation in this scenario is trolls abound. The materials can easily posture and body-language, eating hab- “man vs. drink”: the players are chal- be used as either the core of a complete its, philosophy, life span, and funeral lenged to a drinking contest in which the campaign, supplemental encounters for rites. The overall effect of this volume is a beverages are of troll manufacture. Con- an already existing campaign, or as a sympathetic portrait of a creature very sidering the literally omnivorous diges- supplement to the lore concerning Glo- different from man, yet characterized by tive abilities of the trolls, it is possible to rantha, the fantasy world setting for a sense of dignity and honor that must be appreciate the perils of their equivalent RuneQuest games. recognized with respect, even in the face of moonshine. The first book, Uz Lore, sets forth the of behavior that humans may find repul- Also included in this book is the mar- mythological, historical, biological, and sive, brutal, or simply incomprehensible. velous mini-game Trollball, the non-hu- sociological background of troll culture. Book II, Book of Uz, explains how man equivalent of football. Much may be The 64 pages of this book are liberally trolls may be used as player characters, understood about man’s basic nature by illustrated with drawings, charts, and and provides descriptions of the major looking at the games he plays, and the

68 NOVEMBER 1982 same is true of trolls. Trollball is violent and brutal, full of heroic struggles and sly cheating; the “ball” is a degenerate form of troll, called a “trollkin,” which is dragged, tossed about, and kicked like a football (though there is a penalty for intentionally maiming the trollkin). The “ball” squirms about and occasionally escapes, and must be pursued before it reaches the safety of the sidelines. This scenario includes statistics for the pre- mier trollball team, the Sazdorf Wackers and Tacklers, so the gamemaster may pit player characters against a top troll team in a special challenge match. Smart money should probably end up betting on the Sazdorf trolls. The general virtues of Trollpak are numerous. The package is written in a very readable style; it mixes detailed nar- ratives and essays with marginal notes, charts, and diagrams in a multi-media approach that is perfect for browsing or careful reading. The style is both dramat- ic and humorous by turns. There are moving reflections on the cruel and trag- ic nature of existence from the perspec- tive of the troll; there are also some de- lightfully amusing incongruities of troll behavior and physiology. Most particularly, I like to quote from a scholarly treatment of an experiment to determine the eating preferences of trolls, The scholar’s method was to im- prison a troll in a room with a wide as- sortment of objects and foodstuffs, not- ing the order in which the troll consumed the items. This is what the troll ate on the first day: a vellum scroll, two sealskin boots, a leather vest, a beaded Praxian headband, 50 grams of red sealing wax, a tomato, a potato, two liters of seawater, and an oaken staff. The background material and scena- rios are full of dramatic situations, and they provide for many different styles of play. There are opportunities for inspired role-playing and for aggressive strategic and tactical exercises. There is little fault to be found with Trollpak. My only caution to the games- master using these materials is to be careful about using the numerous NPCs described for most encounters. It is diffi- cult for a referee to handle so many crea- tures in a melee, and with the additional complication of insects usable as aerial mounts, combat can get very involved and time-consuming. This package is better suited to role-playing adventures than to full-scale assaults, though the trolls are certainly imposing warriors. Simply said, Trollpak is awfully good. The perspective is imaginative, the style entertaining and readable, and the mate- rials intelligently designed and replete with dramatic and challenging adven- tures. For RuneQuest gamers, it is re- quired equipment; for gamers using oth- er systems, it is a model for detailed de- velopment of a non-human race — stim- ulating and amusing.

D RAGON 69 Convention schedule AUTUMN REVEL, Nov. 6-7 — The staff of TSR Hobbies, Inc., presents another mini- convention at the American Legion Hall, 735 Henry St., Lake Geneva, Wis. Doors open at 9 a.m., closing at midnight Satur- day and 6 p.m. Sunday. Admission is $5 for the weekend or $3 for one day, and all game events are free of charge.

MDG WINTER GAMEFEST, Nov. 12-14 — This convention staged by the Metro De- troit Gamers will be held in Cobo Hall in Detroit’s downtown convention center. For information, write: MDG, W-11 Info, Box 656, Wyandotte Ml 48192.

WESTERN RECON, Nov. 12-14 — Fritz Leiber and Richard & Wendy Pini are among the guests of honor for this fanta- sy/sf/game convention, to be held at the Tri-Arc Travelodge, Salt Lake City. For more information, contact Karl Miller, 837 N. University Village, Salt Lake City UT 84108, phone (801)-582-6076.

CONTRADICTION 2, Nov. 19-21 — This science-fiction gathering will be held at John’s Niagara Hotel in Niagara Falls, N.Y. For details, write to Contradiction, 234 Crescent Ave. #8, Buffalo NY 14214.

70 NOVEMBER 1982 D RAGON 71 72 NOVEMBER 1982

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76 NOVEMBER 1982 D RAGON 77 78 NOVEMBER 1982 D RAGON 79 80 NOVEMBER 1982 Printed in the U.S.A.