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March 1982

1 Dragon Vol. VI, No. 9

Vol. VI, No. 9 March 1982

There are a lot of nice things about product worth its price. That decision is Publisher...... Jake Jaquet writing for a magazine that’s read by a up to the customer. In this case, all we Editor-in-Chief...... Editorial staff ...... Bryce Knorr few hundred thousand people. One of can really do — and should have done Marilyn Mays the less obvious “nice things” is this: If four issues ago — is to let you know all Gali Sanchez we make a mistake, it doesn’t go unno- the facts when there’s a choice to be Sales...... Debbie Chiusano ticed. At least one of those hundreds of made. Circulation ...... Corey Koebernick thousands of people will let us know we I’m far from convinced that SPELL- Office staff ...... Cherie Knull goofed, and then we get a chance to set BINDERS is “an attempt to reap obscene things straight. profits from ignorant gamers.” Orisek Contributing editors. . . . Roger Moore Case in point: Lauren Kingman of Industries is a small company that pro- Hyde Park, N.Y., wrote us to unmask duces relatively small quantities of its This issue’s contributing artists: what he called “an attempt to reap ob- products. When you don’t manufacture James Holloway Roger Raupp scene profits from ignorant gamers (and very many copies of something, each Joe Lee to successfully con the DRAGON’s editor- one costs quite a lot to make. The com- Bruce Whitefield Phil Foglio in-chief).” panies that make “normal” easel-back Steve Peregrine His gripe is with SPELLBINDERS, a binders presumably have a much larger product of Orisek Industries. The set of market for their product, and can afford DRAGON magazine is published monthly by Dragon Publishing, a division of TSR Hobbies, notebook/binders was one of several to produce more copies at a much lower Inc. Subscription orders and change-of-address new game-related accessories reviewed price per unit. Lauren has a right to com- notices should be sent to Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147. Tele- by yours truly in issue #55 of DRAGON™ plain about the price, in a comparative phone (414) 248-8044. Magazine. The largest of the set, bearing sense, but not the right to accuse any- an $8.95 price tag, is, in Lauren’s words, DRAGON magazine is available at hundreds body of making “obscene profits.” of hobby stores and bookstores throughout the “neither original, new, or unique.... I can Surely other readers reacted the same I United States and Canada. and through a limit- detect no difference between SPELL- way as Lauren when they read the review ed number of overseas outlets. Subscription rates are as follows, with all payments to be BINDERS and what are known in the sta- of SPELLBINDERS. I assume that to be made in advance: $24 for 12 issues sent to a U.S. tionery trade as ‘easel-back presentation so, even though he was the only person or Canadian address; $50 U.S. for 12 issues sent via surface mail or $95 for 12 issues sent via air binders.’ ” who called the mistake to our attention. mail to any other country. Lauren chides me — and rightfully so (If the stationery store in Hyde Park, — for characterizing the product as A limited quantity of certain back issues of N.Y., is the only place easel-back bind- DRAGON magazine can be purchased directly “original.” Honest, I never heard of an ers are sold, I’ve just made a fool of my- from the publisher by sending the cover price easel-back presentation binder until I self twice over.) To Lauren and the oth- plus $1.50 postage and handling for each issue ordered. Payment in advance by check or mo- got his letter. And now that I know, I ers like him, I apologize for my ignor- ney order must accompany all orders. Payments cringe when I scan the part of the review ance. And this “ignorant editor” owes a cannot be made through a credit card, and orders cannot be taken nor merchandise “re- that says, “Orisek Industries is a com- greater apology to all “ignorant gamers” served” by telephone. Neither an individual cus- pany that makes ‘How come nobody out there who might have been misled by tomer nor an institution can be billed for a sub- thought of that before?’ products.” what was said, or not said, in the review. scription order or back-issue purchase unless prior arrangements are made. Apparently, somebody had thought of that before, and it was presumptuous of The issue of expiration for each subscription is printed on the mailing label for each sub- me to suggest that the concept of the scriber’s copy of the magazine. Changes of ad- easel-back binder originated at Orisek dress for the delivery of subscriptions must be received at least 30 days prior to the effective Industries. I hasten to point out that the date of the change in order to insure uninter- company made no such claim. rupted delivery. Secondly, Lauren takes issue with the All material published in DRAGON magazine price. “These binders have made my becomes the exclusive property of the publisher DMing easier for a long time,” he writes. upon publication, unless special arrangements to the contrary are made prior to publication. “They can be bought at most stationery DRAGON magazine welcomes unsolicited sub- stores for about $4.... I suggest that (a missions of written material and artwork; how- ever, no responsibility for such submissions can DM) buy an easel-back presentation be assumed by the publisher in any event. Any binder and take the $5 he just saved and submission which is accompanied by a self- apply it towards a game accessory whose addressed, stamped envelope of sufficient size will be returned to the contributor if it cannot be price is justified by development and published. production costs.” DRAGON™ is a trademark for Dragon Publish- Since I’ve never seen an easel-back ing’s monthly adventure playing aid. All rights binder in a stationery store, I don’t know on the contents of this publication are reserved, and nothing may be reproduced from it in whole what Lauren’s getting for his four-dollar or in part without prior permission in writing investment. Maybe the SPELLBINDERS from the publisher. Copyright 1982 by TSR notebook is significantly stronger or larg- Hobbies, Inc. USPS 318-790. ISSN 0279-6848. er or more durable than the average Second class postage paid at Lake Geneva, easel-back binder. Maybe the differen- Wis., and at additional mailing offices. ces, if there are any, make the Orisek

2 March 1982 Dragon

his issue of DRAGON™ Magazine is specially for We don’t need a fortune teller to be sure that A.D. Rogan’s those of you whose versions of “” have more article on gypsies will be well accepted by AD&D gamers. The to do with planets than planes of existence, more historical and legendary characteristics of gypsies combine to with lasers than longbows. Counting the cover make a potent and playable new character type. Speaking of painting and a spread of 23 pages inside, this maga- potent, check out the Demonic Knights of Doom, as described zine has more science-fiction material in it than we’ve ever used by Rob Kuntz in the debut of a new regular feature about in a single issue before. happenings in the WORLD OF ™ Fantasy Setting. Our center 16 pages are filled with Exonidas Spaceport, a When one of these guys asks you whose side you’re on, you’d setting described in meticulous detail by author Jeff Swycaffer better have a quick answer — and it better be the right one. and designed for use in Traveller™ games. Rather than present- Following in the format of his articles on dwarves in our last ing one narrow situation for characters to figure their way into issue, contributing editor Roger Moore presents “The and out of, Exonidas is a package of opportunities, an environ- point of view” and “The gods of the .” Just in back of ment from which dozens of different sorts of adventures could that seven-page section is a detailed story on particular poi- spring. Everything we and Jeff could think of is included in the sons from Larry DiTillio’s campaign that we hope you’ll find package, all the way from a diagram of the entire solar system easy to swallow. down to where everyone sits in the offices of Torman and Son. Making up is easy. Making up good monsters is Jim Holloway and his talented airbrush (or maybe that something else altogether, as Lew Pulsipher points out in should be “talented Jim Holloway and his airbrush”) provided “Make monsters, not monstrosities.” After you’ve read about this month’s cover, a portrayal of the climactic scene from Lew’s guidelines, turn to the Bestiary and see how well you Skitterbugging, a science-fiction tale which precedes the Exon- think this month’s makers have done. idas section. Between the story and the spaceport is a page A quintet of characters from famous fiction, ranging from the devoted to descriptions of the people and things from the story (almost) ordinary to the extraordinary, are offered for your in Traveller terminology. Further connections are left for you to edification in in the Earth. make: Could the skitterbuggers prosper in a place like Hori- Reviewer Tony Watson gives his evaluations of Starfire III: theur? Are there mist wasps holed up in the hills of Theury? Empires and Demonlord in Dragon’s Augury. Chris Henderson All that talk about outer space doesn’t mean there isn’t plenty looks at new releases from the world of literature in the most of material inside for fans of the D&D® and AD&D™ games. First colorful installment of “Off the Shelf” we’ve ever published, and and foremost among the “fantasy” features is From the Sorcer- two more pages’ worth of miniatures and other game accesso- or’s Scroll, wherein introduces you to the magic of ries are covered in Figuratively Speaking. And miniatures are and provides official descriptions of two new AD&D also on Phil Foglio’s mind, as you’ll see in “What’s New.” Now, items, the Advanced Illusion spell and the Philosopher’s Stone. get the lead out and start reading. — KM

SPECIAL ATTRACTION Giants in the Earth: Exonidas Spaceport: An adventure Sir Roger de Tourneville ...... 11 for Traveler™ characters ...... 33 ...... 12 Anthony Villiers ...... 13 OTHER FEATURES Mark Cornwall ...... 14 Gypsies: A curse or a blessing — or both!...... 16 Sniveley ...... 15 The Great Kingdom and the Knights of Doom ...... 24 Dragon’s Bestiary: Skitterbugging — Futuristic fiction ...... 26 Bleeder ...... 21 Translating skitterbuggers into Traveller ...... 32 Stymphalian birds ...... 22 The halfling point of view ...... 49 Spriggan ...... 22 The gods of the halflings ...... 52 Convention schedule ...... 67 Poison: The toxins of Cerilon ...... 57 Figuratively Speaking ...... 68 Make monsters, not monstrosities ...... 62 Dragon’s Augury: Starfire III: Empires ...... 72 REGULAR OFFERINGS Demonlord ...... 73 Out on a Limb — Letters from readers ...... 4 Off the Shelf ...... 75 From the Sorcerer’s Scroll — The magic of cantrips ...... 6 What’s New ...... 78 Advanced Illusion and Philosopher’s Stone ...... 10 Dragon Mirth ...... 80 3 Dragon Vol. VI, No. 9

‘PC demigods’ the DMG explaining, in essence, that after all, feels he can use to further his own ends. A AD&D is “only a game” and that “compro- thief will need fighter cover in an adventure to Dear Editor: mises must be made.” The paragraph then help him survive; an assassin will welcome the Enough is indeed enough. A hearty thanks goes on to state that real fighters would get help of spell casters and other adventurers to to Greg Fox for his letter of protest (issue #55) real experience by “exercising, riding, smit- cover his assassination attempts, and an evil concerning “player-character demi-gods,” i.e. ing pelts, and tilting at the lists....” Somehow I warlord will surround himself with other char- those PCs stronger than , faster than believe that one would gain a bit more exper- acters to prevent personal injury from ene- Corellon, and possessing magical items to ience by battling a troll than by fencing with a mies. Also, evil characters must advance in rival those of Thoth. I have recently encoun- friend. levels, and will travel with a party and cooper- tered a player/DM with the following charac- Mr. Gygax has made an unforgivable mis- ate in hopes of receiving treasure and exper- ter/NPC: a 20th/25th-level human fighter/ take here, and that mistake is underrating his ience. As for being well played, an assassin magic-user, all stats between 18 and 25 (heav- own gaming system. In my experience, AD&D may indeed backstab when an adventure is ily weighted toward the upper end, of course), is the best role-playing game on the market, over for the extra experience, and a thief may who owns an army of 1,000 (special and, no, Mr. Gygax, concessions do not have very well pick party pockets (with the party hybrids, each using two different types of to be made. It in no way harms characters to none the wiser). Of course, a thief who has breath weapons), an magi astride each receive gold without the experience that sup- sprung traps and opened locks for a party as one. When asked what possible use this reptil- posedly goes along with it—after all, the two well as surprising opponents will definitely be ian armada could be put to, he related his can never be mutually exclusive. I have never appreciated, if not trusted. plans for attaching a cable to each one and encountered the smallest pile of copper that Mr. Blume also says that when an evil char- using them to move his castle to a nearby was not guarded by something which consi- acter begins to dominate other party mem- island. And, finally, among his hundreds of dered it valuable — and that something is bers, the group will dissolve in chaos. In the magical items, he has a rod of curinglresur- worth experience points. group I am DM for, the only evil player charac- rection with an infinite number of charges. Bill Knorpp ter in the bunch is the second most powerful Ugh! And as if that weren’t enough, when I DeSoto, Mo. character in the group (next to a druid). He related this to a friend of mine, he merely plays very independently and is often away sneered derisively and began telling me about from the party, but he does benefit them in what his 50th-level ranger (D:30, S:35) would some ways. He also keeps the other charac- do to such a wimp. I began to feel dizzy. ‘Spice and intrigue’ ters on their toes, which keeps them from So, having had personal experience with getting too lax. His presence is appreciated in the PC demigod problem, I must applaud the Dear Editor: the campaign. In another campaign, my friend first part of Mr. Fox’s letter. His observations I read an article in Up on a Soapbox in and I play a pair of neutral evil characters who concerning experience points, however, are DRAGON #57 that upset me greatly. It was the happen to be twin brothers. We are, by a small not indisputable. article about how no “...intelligent AD&D™ margin, the two most powerful characters in Mr. Fox tells us that (gasp) a player actually player would deliberately choose to play a the party. The party itself is almost exclusively (egad) wanted experience points for being hit character of evil alignment.” I have had many evil and all the players are very independent. in combat. What’s the big deal? As you rise in experiences with evil player characters, both No one trusts anyone else past basic bodily levels, you not only progress on the combat as a and as a player, and I defense, and “party treasure” is a rarity. All tables, but you gain hit points, and as we are have found that evil characters not only have the players and the Dungeon Master agree told on page 82 of the DMG, these increasing the most fun, but they add spice and intrigue this campaign is one of the best they have hit points do not reflect an ability to sustain an to the campaign, which helps the other play- ever known. increasing amount of physical damage, but ers enjoy it more. Christopher Miller the skill and fatigue involved in avoiding dam- (the author) said that in real Grove City, Pa. age. Therefore, a character who is hit in melee life evil characters are ostracized from socie- has gained (if he survives) nearly as much ty; that no one trusts them or cooperates with experience (ah, next time I dodge thus and them. In real life, who are the evil people? Are parry so) as a character who hits. I tend to give they the thieves and robbers who terrorize Weapon skill these characters one-half share of experience people and roam the streets? Yes, sometimes; points, providing they were not rendered un- but evil also abounds in government, big bus- Dear Editor: conscious, in which case I doubt they were iness, and many other respectable profes- The Leomund’s Tiny Hut article concerning paying attention to their combat abilities. sions. Evil and criminal are not always syn- the use of (#57) was a com- This is not an unrealistic interpretation of onymous. Evil merely implies that the person mendable article, and it set me to thinking. experience, especially in light of some other is out for his own good and he doesn’t care For quite some time, I have been using a wea- methods of gaining experience points, such who gets trampled in the process. There are pons skill system that I others might be inter- as finding treasure. Here we find a rule that thousands of people who fit this description ested in. One of the enormous improvements the AD&D game could do without. Characters who have not been ostracized from the com- between the D&D and AD&D game systems is in my milieu get no experience points for trea- munity. Many are the most trusted members the proficiency rules. However, although sure, and advance quickly enough anyway. I of corporations and businesses. these rules provide for the process of learning suppose there may be an explanation some- He stated that no one can trust the evil to use different weapons, there is no way for a where as to why this system was ever incorpo- character because the evil character will not character to excel in any one weapon. With rated, but I have been unable to find it — only cooperate with anyone. On the contrary, the the system I devised, an individual may gain in an ill-thought-out paragraph on page 85 of evil character will cooperate with anyone he (Turn to page 66) 4 March 1982 Dragon

5 Dragon Vol. VI, No. 9

magic-user. The stuff of base servitude and inferior status would be cast aside for the heady power of actual spells! How- ever, as I worked on the list of cantrips which might be possible to apprentices, I was struck by the real usefulness of many of them. Why not allow the magic-user the option of retaining cantrips? Would it unbalance play if a number of cantrips could be substituted for a single first-level spell? A few days of addi- tional work detailing the powers of cantrips and determining their possible effects gave the answer: Not only did the addition not adversely affect the game, the inclusion of cantrips made the play of low-level magic-users very much more interesting and challenging! The following regarding cantrips is from my AD&D™ expansion manuscript. CANTRIPS Cantrips are merely 0-level magic-user spells, the spells learned and used by apprentices during their long, rigorous, and tedious training for the craft of magic-use. Most cantrips are simple little spells of no great effect, so when the individual becomes a journeyman (1st-level) magic-user, the knowledge and information pertaining to these small magics are discarded in favor of the more powerful spells then available. However, a magic-user may opt to remember up to four cantrips in place of one 1st-level spell. This assumes that the magic-user has, in fact, retained his or her book of cantrips — a tome as large as a good-sized book of higher-level spells. by Gary Gygax The number and types of cantrips known and recorded is determined by random use of the tables given below. The ex- ception is the table of useful cantrips — those which were employed to make apprenticeship less wearisome. An apprent- ©1982 E. Gary Gygax. AIl rights reserved. ice will have one useful for each point of intelligence, and is allowed free choice from the list of 20 offered. All cantrips are 0 level, have a 1” range, a generally small area Elsewhere in this magazine is a new column. That, Gentle of effect, require only soft, simple verbal and somatic compo- Reader, is where news of the WORLD OF GREYHAWK™ Fanta- nents, and are cast in a very short (1/10th to 1/2 segment) time. sy Setting, as well as material for new adventures therein, will Only those which involve living creatures afford any saving be aired. This separation is made to avoid any confusion. He- throw. The common cantrips are: rein will be found material for adventures in any ADVANCED D&D® campaign, and occasionally DUNGEONS & DRAG- Useful ONS® material too. The new column will adhere strictly to the No. Cantrips Reversed (2-8) Legerdemain (2-5) Greyhawk campaign and what goes on there. So if you are bent 1 Chill Curdle Change on immediate news from the Flanaess, please look elsewhere. 2 Clean Dirty Distract What follows is strictly in the AD&D™ gaming realm. 3 Color Dusty Hide This is not to say that no further word from me will be read in 4 Dampen Hairy Mute the columns pertaining to Greyhawk, for I am still laboring on 5 Dry Knot Palm the updating — as well as on (don’t faint) T2 and a pair of other 6 Dust Ravel Present modules, “The Forgotten Temple of ” (a scenario 7 Exterminate Sour connected to S4) and “Wasp Nest — The City State of Stoink.” 8 Flavor Spill More or less concurrently, I am attempting to plug away at two 9 Freshen Tangle new volumes for AD&D™ gaming. The next book of monsters 10 Gather Tarnish will be the one to be released last (1984 possibly). 11 Polish Untie With plenty of labor and even more luck there will be an 12 Salt Wilt ADVANCED DUNGEONS & DRAGONS® expansion volume 13 Shine next year. It will be for both players and DMs, with several new 14 Spice character classes, new weapons, scores of new spells, new 15 Sprout magic items, etc. What will follow here in the next few issues is a 16 Stitch sampling of the material slated for inclusion in the expansion. 17 Sweeten I have often wondered why no player or DM has asked me 18 Tie about what apprentice magic-users actually do. The very 19 Warm thought always conjures up visions of Mickey Mouse having 20 Wrap troubles with brooms marching endlessly with buckets of water — Walt Disney really outdid himself when he made Fantasia! No. Person (2-8) Personal (2-8) Haunting (2-5) That aside, I have always reasoned that apprentice dweomer- 1 Belch Bee Creak crafters had to fulfill the dual role of menial and student, per- 2 Blink Bluelight Footfall forming chores all day and then studying late into the night. 3 Cough Bug Groan After a certain point, an apprentice would begin to acquire 4 Giggle Firefinger Moan sufficient magical acumen to employ minor magics— mainly to 5 Nod Gnats Rattle lighten his burden of drudgery but also to create some amuse- 6 Scratch Mouse Tap ment at times. The petty spells gained by an apprentice magic- 7 Sneeze Smokepuff Thump user are cantrips. 8 Twitch Spider Whistle Previously, the acquisition of first-level spell ability sub- 9 Wink Tweek sumed that lesser magics would be ignored by the fledging 10 Yawn Unlock 6. March 1982 Dragon

CANTRIP EXPLANATIONS

Useful Cantrips

Chill () A cantrip of this nature allows the A of E: 1’ cube caster to cause liquid or solid material CT: ½ segment to become about 40° F. cooler than it was, subject to a minimum temperature of freezing. If the subject is living mat- ter, the cantrip will be only half as ef- fective and will not lower temperature more than 10° below normal for that creature. Verbal component is a soft whistling, somatic is a downward- thrust thumb.

Clean (Abjuration) This cantrip removes heavy soil, dirt, A of E: 4 sq. yds. and like foreign objects from floors, CT: ½ segment walls, dishes, windows, etc. The sub- ject surfaces are then spotless, but care must be taken in removal of pigments and the like, so usually only one type of material will be treated in a single ap- plication. Verbal component is a low outrush of air, somatic is a circular hand motion.

Color (Evocation) This brings color to an object. It can A of E: 1 cubic yd. be used to restore faded hues or to CT: ½ segment tinge those already colored with a dif- ferent hue. Thus, dull or faded fabric can be brightened, pigments restored, or even hair or skin changed to another area of up to ½ cubic foot can be rid of color. The effect must be renewed ev- pests. The somatic gesture is a pointed ery 30 days. Verbal component is a finger, while the caster verbalizes a low humming, somatic is a back-and-forth “zzzt” sound. or wringing hand motion. Flavor This cantrip enables the caster to Dampen When a cantrip of this sort is cast, (Enchantment) give the subject a superior or better or (Evocation) the subject area is permeated by a fog- A of E: 1 object different flavor. Thus, much can be A of E: 1 cubic yd. like dampness which leaves all material CT: ½ segment made to taste as if it were lobster CT: ½ segment within it damp to the touch. It is useful bisque, but the dweomer will not actu- for many sorts of things. It is hard on ally affect the quality or wholesome- parchment, and it similarly makes it ness of the subject. Spoiled food re- and like substances hard to set aflame. mains spoiled; a poisoned drink would Verbal component is a low hooting or a still be deadly. The verbal component hummed ditty, somatic is a hand ges- is a muttered lip-smacking sound; the ture upwards with writhing fingers. somatic gesture is a shaking motion.

Dry (Abjuration) The cantrip removes dampness and Freshen By means of this cantrip the caster A of E: 1 cubic yd. escess moisture from materials within (Enchantment) brings new life or freshness to the ob- CT: ½ segment the subject areas. It is useful for cloth, A of E: 1 object ject desired. The magic applies to food herbs, and cleaning chores. Verbal CT: ½ segment and drink items such as milk, beer, component is similar to that of the meat, and raw vegetables. It also works dampen cantrip, and the somatic is a with cut vegetables, flowers, herbs, etc. two-handed wringing motion. Although it will remove a slight taint of spoilage, restore drooping flowers, and Dust (Abjuration) This removes all fine dust and tiny so on, it lasts for but an hour. The sub- A of E: 10’ r. grit particles from exposed surfaces ject must be of relatively small size, i.e. CT: ½ segment such as floors, shelves, walls, etc. a small cask of liquid, a sheep, a bushel Material so removed is transported el- of vegetables, etc. Verbal component is sewhere, but new dust can accumulate, an “mmmmmm” sound, while the hand of course. Verbal component is a con- makes a mystic symbol with thumb and tinuous in-drawing of breath, somatic forefinger forming a circle and the oth- is a back-and-forth hand motion. er fingers upright and apart.

Exterminate When this cantrip is used, the caster Gather (Alteration) This cantrip enables the caster to (Abjuration) may kill a small pest such as a fly, A of E: 1 sq. yd. neatly gather numerous small objects A of E: One very mouse, rat, beetle, or the like. It is use- CT: 1/6 segment into a stack or pile. For instance, if small creature ful for indoors and outdoor applica- nails, nuts, coins, papers, or like ob- CT: 1/10 segment tions. If the subject is very small, an jects were spilled, the magic would 7 Dragon Vol. VI, No. 9

bring them together. It can be used se- flower, etc. Fruits and vegetables can lectively, for instance to separate one be caused to ripen (or actually go past type of material from another, but only ripening to spoilage) by this cantrip. A the selected type would be gathered susurrant sound is verbalized while the neatly. The caster verbalizes the type of caster’s hand makes hoeing motions. material to be gathered while making a gathering motion. Stitch (Alteration) This cantrip magically sews seams in A of E: Special cloth or leather. It will make new ones Polish (Alteration) When this cantrip is employed, the CT: ½ segment or repair old work. About 20 yards of A of E: 1 object caster, magically smooths and brings a cloth can be thus stitched, but only CT: ½ segment luster to materials such as wood, metal, about 2 yards of leather. The seam thus stone, leather, or ceramic. Naturaily, created is neither stronger nor weaker the desired object must be relatively than a seam done without magic. Usu- clean in order for the cantrip to be ef- ally a brief rhyme is recited as the hand fective. The object affected must be of makes a sewing motion. reasonable size — a floor of up to 1,000 square feet, an armoire, etc. It works Sweeten This cantrip is the same as a spice (Evocation) better on smaller objects, of course, cantrip, except that the result is the ev- such as boots, mirrors, crystal contain- A of E: 1 object ocation of a sweetener — sugar, honey, ers, etc. The caster hums a ditty while CT: ½ segment or even a syrup. Components are a making a buffing motion. buzzing sound and a stirring motion. Salt (Evocation) This causes a sprinkling of fine salt Tie (Alteration) By means of this cantrip the caster A of E: 1 object to magically appear and descend upon A of E: 1 object can magically cause the object — CT: ½ segment CT: 1/6 segment the desired object — a stew, some thread, string, cord, rope, or even cable troublesome weed patch, or a barrel — to tightly knot itself to either its oth- full of stock fish to be preserved. The er end or an end of a similar object. object must be a reasonable size — up within 1’ of it. The resulting knot will be to perhaps 4 square yards in area or a normal one such as a square knot, about 30 gal. liquid volume. Care must half-hitch, running bowline, or whatev- be taken to avoid over-salting if the ob- er the caster desires. The caster verbal- ject involved is smaller, and if the ob- izes the knot name desired while hold- ject is larger, it will not receive much ing up three fingers. salt. Verbal component is a labial Warm (Evocation) This cantrip is the same as chill, ex- smacking, while the hand makes a A of E: 1’ cube cept that the magic brings a warming sprinkling motion. CT: ½ segment of the liquid or solid. The temperature Shine (Alteration) Similar to the polish cantrip above, will rise at most about 40° F. The can- A of E: 1 object this magic allows the caster to remove trip will never cause living creatures to CT: ½ segment tarnish, rust, corrosion, and like sub- become warmer than their normal body stances from the desired object. This temperature. Components are an “aah” cantrip brings about a mirror-bright sound while the hands are rubbed shine to objects capable of such, caus- briskly together. ing their surfaces to be smooth and Wrap (Alteration) When a wrap cantrip is employed, unmarred. A piece of jewelry, for in- A of E: 1 cubic yd. the caster creates a strong and sturdy stance, would be made more attractive, CT: ½ segment wrapping around the subject desired — and even its gems better (+1 on die a bit of herbs, a heap of flour, a bundle rolls). A single object up to about 1 of cloth, etc. The material of the cantrip cubic yard in volume can be treated by is of a suitable type and thickness for this cantrip. Verbal and somatic com- the item(s) to be wrapped. Thus, a few ponents are similar to polish. ounces of fine powder will be con- Spice (Evocation) Unlike the flavor cantrip, this magic tained in a waxy tissue, gem stones in a A of E: 1 object actually brings a particular spice to the felt-like envelope, meal in cloth, and so CT: ½ segment object food or drink. Thus, ginger, forth. The wrapping can be opened pepper, and like spices can be brought normally, but the caster can just as eas- to add zest (or disguise). Herbs like bay ily order it to open, so the cantrip is leaf, garlic, parsley, etc. can likewise be often used to enfold the material com- evoked by this. The quantity is suffi- ponents of a spell. The caster verbal- cient to spice food or drink for about a izes a general class of wrapping de- dozen people. The spice (or herb) ap- sired while making folding motions pears over the object vessel as a fine with his hands. powder or flake, falls upon it, and adds its substance to the dish or drink. A dit- Reversed Cantrips ty is hummed while the hand makes a crumbling and sprinkling motion. Curdle This cantrip is broader in effect than (Enchantment) its name, for it affects many food and Sprout (Alteration) By means of this cantrip the caster A of E: 1 object drink items. The magic curdles milk A of E: 1 cubic yd. causes acceleration in the growth of CT: 1/6 segment and hastens spoilage or wilting. It has a CT: ½ segment plants, particularly with respect to the permanent effect on the object. It is germination of plant seeds. Upon cast- otherwise similar to freshen. The caster ing, the cantrip will cause seeds to verbalizes a retching sound while point- shoot forth tiny sprouts, buds to ing the thumb downward. 8 March 1982 Dragon

Dirty (Evocation) The opposite of clean cantrip, this Knot (Alteration) This cantrip is a permutation of the A of E: 4 sq. yds. lets casters soil, spot, and sully walls, A of E: 1 object tie. It causes the thread, string, cord, or CT: 1/6 segment floors, dishes, garments, etc. Verbal CT: ½ segment rope to knot itself in such a manner as component is a spitting sound, made to be very difficult to untie, and from 2- while shuffling and stamping the feet. 8 rounds, minus dexterity bonus for reaction of the individual untying the Dusty (Evocation) By means of this cantrip the caster knot, to undo. It works even on material A of E: 10’ r. causes a film of dust and grime to set- already affected by a tie spell. The cast- CT: 1/6 segment tle upon all exposed surfaces within the er verbalizes a low “zizzing” sound cantrip area of effect. Verbal compo- while moving the arm forward with nent is a low humming, while the hands strong wrist motion. make shaking motions. Ravel (Alteration) This cantrip is the reverse of a stitch. A of E: Special It will work only if there is a loose or Hairy (Alteration) While this cantrip is not actually one CT: 1/10 segment broken thread in the seam or fabric to A of E: 1 object of the standard “useful” ones which be affected, except for material magic- CT: 1/10 segment apprentices reverse for mischievous- ally stitched by the appropriate cantrip. ness, it is one which is generally used When the latter sort of seam or material for no good purpose. It causes hair, fur, is involved, the ravel cantrip will always or hair-like growth to thicken and leng- work, except in the case where the sub- then. Thus, a head of hair, a peach, a ject is otherwise magical, i.e. a bag of beard, a cat, or whatever could be af- holding, a cloak of protection, boots of fected. The growth will cause the sub- elvenkind, etc. The name of the cantrip ject material to increase from 2-12 is verbalized while the fingers make a inches in length. The subject material plucking motion. must be trimmed or cut to remove the cantrip’s effect. This cantrip can be Sour (Evocation) When this cantrip is employed, the reversed to shorten growth or effective- A of E: 1 object caster causes the subject food or drink ly shave, but as the effect on short CT: ½ segment to take on a sour taste, not unlike vi- material (growth under 1 inch in negar of the appropriate sort. While it is length) is complete absence of growth typically used to spoil wine, beer, or for 2-12 days, it is not often used. The some pastry, the sour cantrip can be caster verbalizes snicking sounds while used to useful purpose. The magic ac- making massaging motions for growth, tually causes about a pint (maximum) or scissoring motions for removal. of vinegar to appear over the subject.

9 Dragon Vol. VI, No. 9

This can be an empty container in The object must be of about 1 cubic which such liquid is desired. The caster yard or less in volume. Verbal compo- purses the lips and makes a whooshing nent is a spitting sound, while the hand sound while clenching the hand. makes a sprinkling motion. Spill The opposite of a gather cantrip, this Untie (Alteration) This permutation of a tie cantrip is (Alteration) enables the caster to cause the con- A of E: 1 object simply the reverse of the magic. The A of E: 1 container tents of a container to spill out. The ob- CT: 1/3 segment caster selects an object — thread, CT: 1/6 segment ject container is actually tipped by the string, cord, etc. — which is knotted or cantrip, and as it is not powerful, con- tied. The cantrip removes the knot or tainers of more than about gallon size, tying. Note that the untie cantrip will or magical ones, will not be affected by cause a tangle to be nullified. The can- the cantrip. Solids and/or liquids within trip will not remove both a knot and a the object container will spill out, pro- normal tying (normal knot or one viding the container is not securely caused by a tie cantrip), but it will closed or capped. The caster verbalizes cause the former to disappear so that an “oh-oh” sound while making an only a normal tying remains. Somatic abrupt hand motion. and verbal components vary according to desired result. In general, a popping Tangle (Alteration) A permutation of the tie cantrip, this sound is made while the hands are A of E: 1 object magic allows the caster to cause fine pulled apart — either as if a knot were CT: 1/6 segment material such as thread, hair, small being untied or a cord snapped. grass, and the like to become twisted and entwined in a tangle. It will not Wilt A reverse of the freshen cantrip work on heavy material such as rope. (Enchantment) which affects only vegetable material Untangling subject material will take 3- A of E: 1 object — whether growing or picked. Thus, a 12 rounds, unless it is roughly done — CT: ½ segment plant can be made to wilt (or possibly and the material is broken and snapped wither if it is not very healthy) or a in the process, torn loose, etc. The can- bunch of cut flowers sag and droop. trip will tangle mixed materials such as Verbal component is a descending grass and string, hair and threads, and hum, while the forefinger is slowly so forth. A buzzing is verbalized while curled from an upright position. the finger makes a stirring motion. Tarnish The reverse of a shine cantrip, this Sorry, Gentle Readers, but that’s all there is room for in this (Alteration) causes a covering of rust, corrosion, issue. Next month we will pick up where we left off and finish all A of E: 1 object verdigris, or the like to cover an object of the explanations, as well as give a brief note on casting CT: ½ segment normally subject to such tarnishing. cantrips. Until then.... ‘Advanced Illusion and Philosopher’s Stone by Gary Gygax Explanation/Description: This spelI ity is lined with a quicksilver that ena- ©1982 E. Gary Gygax. All rights reserved, is essentially a spectra/ forces spell bles the transmutation of the base that operates through a program (sim- metals iron and lead into silver and It seems that TSR gets the cart in ilar to a programmed illusion spell) gold. Either an alchemist or a magic- advance of the horse fairly often. the caster determines. Thus, the illu- user will be required to effect such Thanks to the kind offices of DRAG- sionist must concentrate on the spell transmutation, however. From 50 to ON™ Magazine, we don’t have to keep for longer than 5 segments after cast- 500 pounds of iron can be made into everyone in suspense for months be- ing it, as the program has then been silver, or from 10 to 100 pounds of cause of premature actions. I refer started and will continue. The illusion lead can be turned into gold from a specifically to the mention of an illu- has visual, full audial, olfactory, and single philosopher’s stone. Better still, sionist spell, advanced illusion, in the thermal components. If any viewer two additional substances are possi- ™ Cyclopedia and to actively disbelieves the dweomer, he, ble within such a stone. The first is a the mention of the magic item, philo- she, or it gains a saving throw versus greenish, crystalline salt which will al- sopher’s stone. Here is the informa- magic. If any viewer successfully dis- low the manufacture of from 1 to 4 tion you need to handle both items. believes, and communicates this fact potions of longevity and has a 75% Just to keep our Gentle Readers well to other viewers able to comprehend probability of occurring within the informed, they will eventually appear the communication, each such viewer stone. The second is a pure white in a tome of material expanding AD- gains a saving throw versus magic powder which, when mixed with a po- VANCED DUNGEONS & DRAGONS™ with a +4 bonus. The material compo- tion of longevity, can actually restore games that should be ready in 1983. nents for this spell are a bit of fleece life to a dead human (or even a demi- Advanced Illusion (Illusion/Phantasm) and several grains of sand. human) if administered internally with- in one week of his or her demise. (Cf. Level: 5 raise dead spell.) There is a 25% Range: 6” +1”/level Philosopher’s Stone: This rare and chance the white powder is present. Duration: 1 round/level magical object appears to be an ordi- Area of Effect: 4 sq.” +1 sq.”/level nary, rather blackish and sooty piece X.P. Value: 1,000 Components: V, S, M of rock. It radiates a faint dweomer. If Casting Time: 5 segments broken open, a geode-like cavity will G.P. Sale Value: 10,000 (payable Saving Throw: Special be discovered. The interior of this cav- only for an unopened stone)

10 March 1982 Dragon

Poul Anderson’s nearest colony world of the Wersgorix captured starships to other worlds, bat- SIR ROGER DE TOURNEVILLE instead of to France, hoping the trouble- tling the Wersgorix wherever he found some English would meet their match them and allying his forces with those of 10th-level fighter and be done with. other civilizations who hated the Wers- ALIGNMENT: Neutral good Such was not to be. Sir Roger was gorix as well. Sir Roger does not dare HIT POINTS: 91 quick to grasp the essentials of the alien cease his with the aliens, since he ARMOR CLASS: 0 technology, and his knowledge of me- knows if he did so the Wersgorix would NO. OF ATTACKS: 3/2 dieval combat and his knack for trickery destroy the humans and try to seek out DAMAGE/ATTACK: 1-8 (+3) saved the ship’s company many times. the lost Earth to destroy or enslave it as HIT BONUS: +1 He led cavalry charges against armed well. MOVE: 6”/15” alien forces that succeeded because of Sir Roger is a typical, lusty, battle- PSIONIC ABILITY: Nil the very unexpectedness of the assault hungry Englishman whose personal man- STRENGTH: 18/12 and his own leadership. ners do not quite reach the ideals of chi- INTELLIGENCE: 15 Even when it became apparent that valry or of his wife, Lady Catharine. He is WISDOM: 13 none of the Englishmen would ever re- grey-eyed, has blond hair that he keeps DEXTERITY: 17 turn to Earth, he refused to admit defeat. shaved on the sides, and maintains a CONSTITUTION: 16 confident and happy appearance even CHARISMA: 15 when faced with tremendous adversity. If he perceives he is dealing with power- Sir Roger de Tourneville was a baron ful opponents, he is skilled at bluffing in England in the year 1345 who was and never reveals his fear. He tends to gathering an army at the village of Ansby interpret sophisticated technology in to aid King Edward Ill’s war against terms of magic and other unholy forces, France. Unexpectedly, Ansby was also being the medieval Christian that he is. selected as the landing site of an inva- He still holds Edward III to be his king, sion force of the Wersgorix, a blue- though he has no idea where Earth is any skinned alien race bent on conquering more, and he plans to add all the worlds Earth and adding it to the growing num- he’s conquered to the holdings of Eng- ber of subject planets in their empire. A land when he returns, after the final tri- 2,000-foot-long starship landed near the umph over the Wersgorix. village and was quickly surrounded by If encountered in an AD&D™ universe, the English warriors, who believed it to it is likely that Sir Roger has landed his be sent from either heaven or hell. The ship somewhere nearby and is out with Wersgorix tried to frighten the humans his men searching for aliens to fight. He with their advanced weapons, but this wears plate mail and carries a longsword proved a mistake. The Englishmen at- and lance when astride his black heavy tacked in a berserk fury with hand-to- warhorse. He may also possess various hand weapons and bows, and decimated weapons of advanced technology; the the ship’s crew, which had never fought Mark V Blaster and several Energy Gre- in close combat before and had never He overran a local starport, successfully nades from the GAMMA WORLD™ game expected to fight the humans anyway. defending it from alien infantry and ar- are suggested. His men may also have a When Sir Roger and his men gained mored attacks, and improvised new stra- variety of advanced and archaic wea- control of the starship (though he had tegies as he went along. At one point his pons, though Sir Roger and his forces very little idea of what it was or what it forces launched nuclear weapons from prefer good old-fashioned hand-to-hand did), Sir Roger proposed that the ship be trebuchets, and fought off anti-gravity melee. There is a 50%. chance when Sir used against the French and eventually assault boats with longbows and ballis- Roger is outside the ship that he will be against the Moslems to recover the Holy tae. The Wersgorix, thoroughly unfamil- accompanied by Lady Catharine (5th- Land. His plan was enthusiastically re- iar with such tactics and continually un- level fighter) and by Brother Parvus, a ceived by nearly all the townsfolk, and derestimating the English and Sir Roger, medieval cleric (6th level) of small sta- 2,000 people, with all their worldly pos- continued to withdraw. With captured ture. Whether he finds any aliens in the sessions and livestock, boarded the ves- alien weaponry Sir Roger laid siege to AD&D world is up to the DM. sel for the trip. However, a captured alien the main starport, destroyed all other BIBLIOGRAPHY: The High Crusade who had showed Sir Roger and others alien estates on the world, and eventual- (paperback, Berkley Publishing Corpo- how to work the ship and its weapons ly conquered the planet. ration) by Poul Anderson. tricked them into making a voyage to the In time, Sir Roger led expeditions on Written by Roger E. Moore 11 Dragon Vol. VI, No. 9

L. Sprague de Camp & ’s HAROLD SHEA

7th-level fighter with special spell abilities ALIGNMENT: Chaotic good HIT POINTS: 69 ARMOR CLASS: 1 NO. OF ATTACKS: 3/2 DAMAGE/ATTACK: By weapon type HIT BONUS: Nil MOVE: 12” PSIONIC ABILITY: Nil SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 10% STRENGTH: 13 INTELLIGENCE: 18/70 WISDOM: 14 carry a straight-bladed epee in an im- Once all the requirements have been DEXTERITY: 17 provised scabbard (treat as a short sword met, the success of the casting may be CONSTITUTION: 17 for “to hit” and damage). He will not wear measured. The three factors to consider CHARISMA: 15 armor. are the exact wording of the poem (in Harold is an adequate fighter, though much the same way one would consider Harold Shea served for many years as somewhat mediocre by heroic standards. a wish), the quality of the poem, and the a staff psychologist at the Garaden Insti- His principal skill in fighting comes from type and quality of material component tute somewhere in Ohio. Although rea- his acquaintance with fencing in the used. The outcome of the spell may sonably competent in this position, he “real” world. Due to his limited practice range from more than the caster intended felt unsatisfied and unfulfilled. Basically and training, Harold will be unfamiliar to some entirely unexpected effect. romantic in nature, he attempted to com- with most weapons and will suffer a -5 Since the system described above can pensate for his unexciting life by taking penalty when attempting to use anything be too difficult or time-consuming for on rather affected roles and dress, much but a sword, dagger, or crossbow. many DMs to use, an alternative method to the amusement of his friends and Harold Shea’s greatest power is his would be to allow Harold Shea a never- co-workers. special magic ability. When in a magical ending use of limited wish. However, Finally, his chance to escape everyday universe, he can attempt to create any there would be a 40% chance that the life came when an elder scientist, Reed effect he desires, through the applica- spell would backfire, regardless of word- Chalmers, developed the theory of inter- tion of mathematical laws concerning ing, and the normal guidelines for word- universal apportation based on mathe- magic. When he desires to cast a spell, ing wishes would still apply. Any back- matical logic. Harold wasted no time put- he must first describe the desired effect fires will not kill or directly harm Harold ting the theory into practice, and suc- and then compose a poem about the Shea, but may place him in a very diffi- ceeded in dumping himself into the cen- spell. The poem must make a compari- cult position. ter of Norse mythology. Since that time, son between the desired effect of the There is an 80% chance that Harold he has had several adventures in the spell and some thing or event that is will be accompanied by his wife Belle- worlds of and fantasy. As such, his somehow similar to it. The poem must be phebe, a 12th-level ranger, and a 40% arrival into any AD&D™ universe could at least 4 lines long with the first line chance that Reed Chalmers will be with be either through choice or accident. rhyming with the third and the second him (treat him as a sage skilled in mathe- Harold Shea is a young man, slightly with the fourth. Secondly, Harold must matics and metaphysics). If Harold’s wife taller and thinner than normal, with a also have something to use as a material is not with him, he will be searching for dark complexion and hair. There is a 70% component. Neither the spell nor the her, and may ask the party to aid him. chance that when encountered he will be material component have to be among BIBLIOGRAPHY: The Complete En- dressed in clothes fitting to the world he those things found in the AD&D rules. chanter, Wall of Serpents (Ballantine is in; otherwise, his dress will be that of a The DM may choose to use other poetic Books), The Green (The Drag- 20th century businessman or psycholo- forms, since Harold was not always con- on, #15-16); all by de Camp and Pratt. gist — suit and tie. If he is armed, he will sistent in the type of poem used. Written by David Cook

12 March 1982 Dragon

MOVE: 12” HIT DICE: 5+5 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: Special SPECIAL ATTACKS: Charming SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Average to high ALIGNMENT: Neutral SIZE: M PSIONIC ABILITY: Nil Attack/Defense modes: Nil

As a race, trogs are confined to their own planets, having in the past nearly defeated humans in an interstellar war, and are considered dangerous. Only about 50 individuals of the race are al- lowed to engage in interstellar travel. Torve, a trog of high (13) intelligence Alexei Panshin’s Villiers is a fairly short, dashing man in with 36 hit points, is not one of these few ANTHONY VILLIERS his late twenties or early thirties. He — he travels on false papers, forged so dresses with little regard for current fa- well that discovery is nearly impossible 10th-level ranger / 7th-level thief shion even in his natural setting, and will (1% or 2% chance each time his papers ALIGNMENT: Neutral good appear quite outlandishly attired in any are checked). HIT POINTS: 42 campaign. How he reaches the DM’s Among trogs, coloration is significant ARMOR CLASS: 6 campaign world is a matter for careful of profession. Peasants are gray or gray- NO. OF ATTACKS: 3/2 consideration — while Villiers is known ish olive, soldiers are white striped with DAMAGE/ATTACK: By weapon type to occasionally travel to planets deemed black, and scholars are solid brown. HIT BONUS: Nil “closed” by the Empire, he is not fool- Torve is predominantly brown, but has a MOVE: 12” hardy, and will be able to leave the planet white belly and faint black stripes on his PSIONIC ABILITY: Nil quickly if danger is present. He thrives back, meaning that he is unpredictable, STRENGTH: 15 on confusion and intrigue, but exercises but essentially harmless. INTELLIGENCE: 17 careful judgement. Rather, he is an artist. Much of Torve’s WISDOM: 16 He usually carries with him a Curdler, time is spent composing various works DEXTERITY: 18 a gun- or -like weapon that kills of art, or frobbs, as he calls them. The CONSTITUTION: 14 through nervous shock (unless the vic- actual production of one of these works CHARISMA: 17 tim successfully saves versus ), af- of art sets up a series of resonant thurbs, ter a period of confusion, as the spell, which have a hypnotic, calming, and Anthony Villiers, a remittance man, lasting for 1-6 turns. Although he is soft- charming effect on some humans. A sav- became a wanderer only partly against spoken, charming, and self-assured even ing throw versus spells is required for a his wishes. He is, in fact, the Viscount when treated badly, many take his atti- viewer or witness to one of Torve’s art Charteris, paid regularly by his father to tude for arrogance. Villiers has many works to avoid being charmed. travel. It is Villiers’s father who to a great friends, but just as many enemies. Torve is usually quiet, and although he extent determines to which of the mil- He is proficient in the use of both the prefers to stay in the background, his lions of worlds in the Nashuite Empire he Curdler and a second unique weapon, unusual nature and appearance often will travel, by including instructions for the Tingler. This device, reserved largely bring him a great deal of attention. He reaching the destination of the next pay- for duelling, appears to be a rod or a speaks a broken version of the common ment in each communication to his son. cane. However, it destroys nerves on tongue, in sharp contrast to the eloquent To Villiers, interstellar travel is a fringe contact, so that a blow will cause 2-8 hit speech of Villiers. His penchant, if it can benefit of his position; he treats it as both points of damage to any creature having be said to be one, is for jellied white a game and a pastime. a nervous system. The loss is permanent worms, the only meat he allows himself Under occasional surveillance by Em- and can only be counteracted by a Re- to eat. Meat is his natural diet, and any- pire officials, he moves about steadily to generate, Limited Wish, or Wish spell. thing else but fruit rinds and some starch- keep them guessing. And, since he has a Villiers will not use his thieving skills to es would be undigestible to him. large number of casual and intimate ac- directly increase his wealth. He is espe- He appears as a large, furry man-frog, quaintances scattered about the uni- cially good at Reading Languages, Hid- his features tending more to the latter verse, he enjoys short visits. ing in Shadows, Moving Silently, and than to the former. Many humans find Among his closer human friends is a Opening Locks (all at +5%), and less him charming and comforting. man travelling under the name “Fred,” skilled than normal (-5%) in the other When faced with a fight, Torve will re- whose situation is similar to that of Villi- abilities. treat calmly if possible, but if cornered ers, since he is the son of the Emperor. Villiers travels everywhere with Torve along with Villiers he can demonstrate Fred, like Villiers, is a Chief in the Big the Trog. Trogs, distinctly different from his proficiency in the use of the Curdler Beavers (an organization whose ideal is troglodytes as depicted in the AD&D™ or the Tingler. to enter a wilderness and create a semb- rules, have these characteristics: BIBLIOGRAPHY: Starwell, The Thurb lance of civilization from it), and is rough- Revolution, and Masque World, all by ly equivalent to a 12th-level ranger, al- FREQUENCY: Very rare Alexei Panshin (paperbacks, Ace Books). though he lacks the usual spell-casting NO. APPEARING: 1 Written by Andrew Dewar ability of that class. ARMOR CLASS: 9 13 Dragon Vol. VI, No. 9

Clifford D. Simak’s MARK CORNWALL

4th-level fighter with full sage abilities ALIGNMENT: Lawful good HIT POINTS: 27 ARMOR CLASS: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-8 (+3) or more HIT BONUS: +2 or more MOVE: 12” PSIONIC ABILITY: Nil STRENGTH: 16 INTELLIGENCE: 18/74 WISDOM: 16 DEXTERITY: 14 CONSTITUTION: 12 CHARISMA: 15

Mark Cornwall originally lived in a country of humans some distance from an enchanted land called “the Waste- land,” where nearly all the demi-humans, , and assorted monsters of the world lived. Mark was a student at Wyalusing University when he one day came across an ancient manuscript that told of an even more ancient library hid- den in the remote Wasteland. He stole the paper and set out for the Wasteland, but the theft was detected, and forces of the Inquisition (a distinctly evil branch of guages, and Legends & Folklore. He has tered. Oliver stands 3’ tall, and wears tat- an otherwise lawful good church) fol- two minor fields, Demi-Humankind and tered and faded clothes of brown, red, lowed him, to also find (and destroy) the Humanoids & Giantkind. Mark can speak and green. He has bare, hairy feet (like a library. common, Latin, and the tongue, halfling’s, though he is not one). Oliver Mark, who sought only to gain further and he has a 40% chance to read any has a thin and wizened appearance and knowledge from the library, accumulat- other language employed by humans, large ears, and a small peaked cap sits ed a number of strange friends on his Though most humans of Mark’s home on his head. His alignment is neutral, into the Wastelands. He was joined country do not like non-humans, Mark is with good tendencies; he has 15 hit by a smith, an elven bowman and quite open and friendly toward all but the points (2 hit dice), armor class 9, and his pet raccoon, a small and furry being evil sorts. He thinks of himself as a schol- ability scores of strength 8, intelligence of the People of the Marsh, a runaway ar, not a fighting man. 17, wisdom 14, dexterity 16, constitution serving girl, a robot, and a rafter Mark owns a magical sword, given to 11, and charisma 13. Oliver has all of the named Oliver. Together they were able him by his gnome friend, with extraordi- abilities of a 10th-level thief and a 4th- to use their strengths to overcome the nary powers. It is a +2 weapon, emitting a level magic-user (DM’s choice of spells). terrors of the Wasteland, which easily soft light equal in intensity to a torch; From living in several large libraries destroyed the army of the Inquisition. against giantkind or evil humanoids it during his life (primarily so he could play When he finally arrived at the secret becomes +4 to hit and does double dam- tricks on the students), Oliver has gained library, Mark discovered the caretaker of age plus a bonus of 4 extra points of some sage-like powers and knowledge, the library was a being from another uni- damage. The longsword may be thrown though he has no major or minor fields verse. The alien was involved in a project at an opponent, with the same range lim- (treat all questions asked of him as being to eventually merge the powers and its as a javelin, will return to the caster “Out of Fields” on the chart on p. 32 of good points of three separate universes: (whether it hits or not) at the end of the the DMG). Forgery is Oliver’s forte, and Mark’s magical world, a technological round in which it was thrown, and can be he can copy anyone’s handwriting. world (modern-day Earth), and a peace- automatically grasped at that time. Mark, Mary, and Oliver, though they ful, humanistic world from which the Most of Mark’s fellow adventurers de- spend most of their time at the library in serving-girl’s parents had come. With parted upon completion of the quest to the Wasteland, would not be against the some reluctance, Mark has joined in this find the library, but two remained with idea of adventuring to uncover the know- undertaking, though he does not like or him. The serving-girl, Mary, is now his ledge of other lands and worlds. The trust anything technological in nature; wife; though she seems to have no ex- Caretaker conceivably has the power to indeed, Mark Cornwall does not truly be- ceptional powers (being in effect a zero- send them to other planes and universes lieve in technology, preferring the famil- level person with 6 hit points and AC 10), if they desire. It is likely that if they did iar world of magic instead. she cannot be attacked by any being at so, they would again gather an unlikely Mark Cornwall is a young man, proba- all because of the effects of her peaceful assortment of traveling companions of bly in his late twenties or early thirties, upbringing. She will not attack any be- any conceivable race; perhaps they who wears only normal clothing and no ing, either, even if charmed. She is a would join or be joined by various armor but a shield. His extensive studies close friend of a large number of pixies, AD&D™ characters as well. at the University and at the Wasteland brownies, sprites, and the like who live at BIBLIOGRAPHY: Enchanted Pilgrim- library have made him the equal of a the library. (paperback, Berkley, Medallion sage in the major field of Humankind, Oliver, the rafter goblin, is 50% likely to Books) by Clifford D. Simak. with special categories of History, Lan- be present if Mark Cornwall is encoun- Written by Roger E. Moore 14 March 1982 Dragon

Clifford D. Simak’s non-humans. He tends to be a pessimist ied and unpredictable power; most seem SNIVELEY about the eventual outcome of any un- to develop latent special abilities of a dertaking (except his own work), but if helpful nature, though not even Sniveley 3rd-level gnome fighter, he gives his word to help in a situation, can guess what powers might appear. with special spell abilities he will never go back on it. Should a player character manage to ob- ALIGNMENT: Lawful good with Sniveley may be approached as to the tain such a weapon, it will be usable only neutral tendencies possibility of obtaining a ‘magical wea- by good or neutral persons. Its powers HIT POINTS: 21 pon, but he will only speak to those who should be secretly determined by the ARMOR CLASS: 6 are lawful good about this. If he becomes Dungeon Master, and are Iikely to be tai- NO. OF ATTACKS: 1 convinced that the making of a magical lored to fit the quest the player character DAMAGE/ATTACK: By weapon type weapon is for an extremely good cause, desired the weapon for. Sniveley is 75% HIT BONUS: Nil and if he feels the mission would be a likely to join the character on the quest MOVE: 6” worthy test of his weapon-making skills, as well, out of a sense of responsibility PSIONIC ABILITY: Nil he will give the weapon freely to the for that person’s well-being. STRENGTH: 15 asker, accepting no payment. The way in On an adventure, Sniveley is not likely INTELLIGENCE: 15 which he manufactures such weapons is to wear any armor heavier than leather, WISDOM: 13 different from the method described in and will use non-magical weapons like DEXTERITY: 16 the AD&D™ rules; Sniveley is able to hand axes, hammers, daggers, or short CONSTITUTION: 15 memorize and cast the spells Enchant swords if entering human territory. In CHARISMA: 14 An Item and Enchanted Weapon in his non-human territory, Sniveley will be workshop on a weapon of exceptional likely to carry no weapons at all, prefer- Sniveley is a gnomish smith and wea- quality he has already made. He can also ring to throw rocks at opponents if com- pons maker of considerable repute. His cause the dweomers placed upon the bat is necessary (1-2 damage, 30-foot home is a large gnome colony in the hills weapon to become permanent with care- range), and relying on his knowledge of near the Wasteland, a large area inhabit- ful work. This process may take up to a local customs to get him safely through. ed only by non-human creatures. One year or more due to the care with which BIBLIOGRAPHY: Enchanted Pilgrim- day he was asked to supply a human the weapon must be made and the spells age (paperback, Berkley Medallion scholar with a sword he could use to woven into it. Books) by Clifford D. Simak. protect himself on a journey into the Sniveley’s magical weapons are of var- Written by Roger E. Moore Wasteland. Sniveley gave over a power- ful magical blade he had fashioned him- self; it pleased him, because of his pride in his work, to test the weapon against the chaotic powers of the Wasteland’s inhabitants. Eventually, however, Snive- ley himself felt a sense of responsibility for the man, named Mark Cornwall. He took off on his own after Mark and the other adventurers in his party, and joined them; his knowledge of the customs of non-humans proved to be of critical im- portance to the group’s survival. When Mark’s quest into the Wasteland was completed, Sniveley returned to his home to continue his smithing work. There he still makes magic weapons on occasion. Sniveley is very business-oriented, but has no greed. He prefers other modes of payment rather than money for the pur- chase of a non-magical weapon or item he has made, and his prices are excep- tionally low. He cannot read or write, but the gnomes of his colony developed an accurate ledger system using symbols that Sniveley employs frequently. Sniveley’s people are, like him, a com- bination of miners, smiths, and traders. The colony’s history and other facts about non-human cultures are transmit- ted verbally, which makes the accuracy of older information suspect. Nonethe- less, Sniveley has committed to memory an extraordinary amount of information on non-humans, and can answer most questions about them with reasonable accuracy, if he so chooses. Though Sniveley distrusts most hu- mans (the society of humans near his colony is generally unfriendly to all non- humans), he has learned to trust those few of lawful good nature who also like 15 Dragon Vol. VI, No. 9 GYPSIES A curse or a blessing — or both!

A brightly painted caravan rolling along an unending road: gypsies. A dark- eyed lady with a tambourine, whirling round the campfire to a wail of violins: gypsies. A crone hunched over a crys- tal ball: “Cross my palm with silver, dearie, and see what the future holds in store.” The very stuff of legend: mysterious, romantic, fascinating gypsies. Welcome them to your AD&D™ cam- paign. But, who are the real- life gypsies? Where do they come from? No one is sure exactly when they came to Europe, but they may have arrived in the Byzantine Empire in the sixth century. After the fall of Byzantium and the Turkish incursions into the Bal- kans, the gypsies began to migrate west- ward. Almost always viewed with a mea- sure of suspicion and prejudice, they were often persecuted, and only occa- sionally tolerated, by those around them. The origin and history of the gypsies prior to the sixth century is obscure. They claim to be of Egyptian origin, often referring to a homeland they call “Little Egypt.” The name “gypsy” is a corruption of “Egyptian.” Linguistic experts, however, connect Romany, the language of the gypsies, with certain dialects found in northern India. Their history is mostly to be deduced from their language. For example, the dialect of one tribe in Wales reveals words borrowed by their ancestors as they traveled through Persia, Armenia, Greece, several Balkan states, Germany, and France before arriving in England. Greek is the strongest element in most European gypsy dialects, indicating a previous long stay in the Eastern empire. Gypsies call themselves the Romany Rye — the Roman people— though their

by A. D. Rogan

16 March 1982 Dragon

language has no Roman (Latin) elements tution. Gypsies are always described as travel in two or three small, two-wheeled per se. This is another clue that they sturdy, handsome people, and extreme- carts and a larger (four-wheeled) cara- aligned themselves with Byzantium when ly charming; this ought to be reflected in van. When they pitch camp, they will set it was Constantinople — “New Rome.” their numbers. Though every Romany up small tents. They will have a string of chal or chi does function as a thief, the saddle horses and mules, in addition to a The gypsies of legend experience level of each individual in a number of draft animals equal to 1-1½ So much for the gypsies of history. It is group need not necessarily be high. times the number of adults present. The the gypsies of legend that provide mate- Some adults in a typical group will act gypsies are famous horse-traders and rial for an AD&D game. They are always primarily as fighters. Each DM may do as will be happy to sell or swap horses with accounted skillful thieves. They have an he or she pleases; I find it most sensible adventurers. But let the buyer beware.... uncanny way with animals, especially to treat these adults as fighters with The Romany band is at an advantage horses. And they are excellent — indeed, some extra abilities, rather than as multi- in the forest. Gypsies move more quietly bewitching — musicians. classed characters. Gypsies are limited than an ordinary group of this size would Natural bards, right? But wait! Gypsies to the armor and weapons available to be expected to and surprise on 1-4, as do are even better known as fortune tellers. bards. They are not aggressive and will nomads. They are friendly with forest They are credited with bringing playing not attack unless provoked. “monsters” — dryads, fauns, treants, cards to Europe by their use of the Tarot. Gypsies are generally chaotic neutral; and the like — with whom they often So the crone with the crystal ball must be individuals may tend toward good or exchange information. a magic-user. The legendary “Curse of evil. They have a good deal of loyalty for The average Romany chal (man) even the Gypsies” (more rarely used by game each other and for the Romany Rye at below bard level has special skill in han- characters than the “Blessing”) indicates large, but have little respect for gorgios dling and communicating with animals, some clerical powers as well. (non-gypsies) and their institutions. As especially horses and related beasts. A Of course, no sane DM (if that isn’t a one striking example, they are liars; es- nobleman (gypsy with bard abilities) us- contradiction in terms) will allow a non- pecially will they lie to gorgios. In the ually learns first those druid spells hav- player class of bards with magic-user 1600’s, the writer Cervantes quoted a ing to do with animals, Iike animal friend- and cleric spell ability. What must be gypsy as saying, “When we see fit, we ship or locate animals, to enhance and done is to divide and limit these powers make no difference between yes and take further advantage of this ability with in accordance with traditional lore about no.” This is partly self-protection, partly animals. the gypsies. contempt for gorgios, and partly just for Gypsies are excellent trackers. When First, the skills that fit into the bard the hell of it — really chaotic. A Euro- they travel, they leave little trace except class are associated only with gypsy pean gypsy legend makes them out to be their own distinctive trail, the patteran. men and the fortune telling (magic-user a little more lawful by explaining that George Borrow, an eccentric nineteenth- spells) only with women. With one ex- Jesus was crucified with only three nails century English author who lived among ception: All of the Romany folk — men, because a gypsy stole the fourth. Since the gypsies and wrote several books women, and children — can function as Christ was thus spared extra suffering, about them, described the patteran as thieves. the sins of theft and lying are forgiven an arrangement of grass, leaves, and/or Secondly, the powers of the gypsies the Romany people forever. Be that as it twigs which the Romanies leave to guide are less than those of ordinary charac- may, the DM may use their propensity to their fellows. A ranger might recognize a ters or NPCs of similar classes. Gypsies lie to great advantage. patteran, but not get all the information have no religion in the usual sense, and Because the gypsies are such a law- from it that a gypsy would. Other charac- there are no clerics per se among them. less lot, paladins and other lawful good ters would not notice it. Historically, they have conformed to the characters do not get along well with Rarely, gypsies may be encountered established religion of the area in which them. Thieves, bards, druids, and rangers in gatherings of 50-100 adults, the num- they were living. In a typical polytheistic are generally on friendly terms with the bers of children and animals increasing AD&D scenario, this may not be particu- Romany folk, who will welcome a party proportionately, encamped near towns larly important. What is important is that with any of these classes represented in or cities. Their camp then takes on the the Romanies will hesitate to hassle with it. Gypsies will avoid conflict with cler- aspect of a fair. There may be a perform- clerics. ics, especially those who represent the ing bear, jugglers, and fire-eaters. Re- Gypsies can acquire certain druid Established Church of the surrounding member that gypsies have a special rap- spells through the special intervention of countryside. The gypsies’ reaction to all port with animals, plus the use of the Nature deities. In this respect, they re- other character classes is neutral. appropriate druid spells and excellent semble monsters with spell abilities. To Gypsies are human. — particu- dexterity. Characters admiring these further limit their powers as a class, as- larly the wood elves, who are their great marvels run a grave risk of having their sume all gypsies to be illiterate. Scrolls, friends —are well disposed toward them. pockets picked. There will be other ways spell books, and tomes are of no use to Halflings are fascinated by gypsies, but to separate a party from its loose change. them, and their spells of all types are repelled by their rootless lifestyle; the How about the old shell game? Roll d6; learned by word of mouth. They are two attitudes cancel out to neutrality. on a roll of 1, the mark will spot the pea. good at languages, always having the Dwarves and gnomes rather distrust Larcenous DMs can run more sophisti- common tongue and the Thieves’ Cant them. Gypsies hate and all the gob- cated scams. And no saving throws for as well as Romany, their own language. lin races and will show antipathy toward intelligence, please: a smart person is In addition to Romany, they use a so- a party with a half- character. said to be easier to con than a stupid one. phisticated sign language. In order to In a camp of this size, the chance of learn either one, a character would first Group encounters finding any spellcasting nobility — or have to gain the confidence of a band of A party of gypsies encountered in the even the King or Queen of the Gypsies gypsies and then live with them for wilderness may be as small as two or —is much greater than in a smaller gath- months or even years. three individuals or as large as thirty ering. Concentrations of gypsies larger adults. The larger the group, the greater than this group are unlikely to ever oc- Abilities and behavior the chance of finding spell casters among cur. In standard AD&D When rolling up an individual gypsy, it. A typical wilderness encounter will be terms, their frequency is common in adjust to give him or her a better-than- with a group of 10-15 adults and an equal woods and around settlements of any average charisma, dexterity, and consti- number of children. A group this size will size, especially in the smaller groups;

17 Dragon Vol. VI, No. 9 uncommon in deep, uncharted wilder- or artifacts are genuine would be for a lates to her art of fortune telling (as not- ness and in vast unsettled areas; and character to cast detect magic — and ed above). If two or more women are of very rare in dungeons or at sea. any such attempt would be, ahem, dis- equal rank and qualifications for the po- couraged by a Romany fighter’s stout sition when the reigning Queen dies, Gypsy fortune tellers cudgel or something equally daunting. they may duel for the office. As mentioned before, gypsies acquire The magical Crystal ball or Deck of their spells in a slightly different way Many Things described in the Dungeon Gypsy noblemen from that of the standard spellcasting Masters Guide or other similar items are Romany noblemen function as bards, classes, and the spells they learn depend the property of very high-level gypsy but with some striking differences. When upon sex. One hesitates to make this sort women and are greatly prized. One of a gypsy reaches fifth level as a thief, he of distinction, but in the special case of the two aforementioned items, at least, may become a fighter (reversing the us- NPCs and for purposes of game balance, will belong to the Queen of the Gypsies. ual process for a bard). Between fifth perhaps it can be excused. When the fortune teller uses an artifact, and eighth level, if he is found worthy A Romany chi (woman) may function spell, or psionic discipline for a client, (which is to say, if he has the minimum as a thief or, more rarely, as a fighter. A the rules applying to this use are slightly ability scores for a bard), he is ennobled few women will take up the study of mag- different. Instead of working under the and becomes the equivalent of a “bard ic in order to tell fortunes or, in Romany, usual stipulation that a person or area to under druidicial tutelage.” He receives to pen dukkerin. When a gypsy woman be scried must be known to the spell his instruction from a nobleman of (bard) commences her arcane career, she ceas- caster, the gypsy puts herself in rapport sixth level or above. He takes whatever es to function as a thief or fighter. A be- with her client or uses the client’s latent noble title happens to suite his fancy — ginner will chose those spells that will psychic force by asking him or her to rub Lord, Count, Duke, etc. —with no refer- help her to fake an interesting seance, the crystal ball, shuffle and cut the deck, ence implied or intended to level or the such as unseen servant, ventriloquism, etc., and as a result can descry people, number of people in the band that he and magic mouth. If she has psionic abil- places, and things known to the client leads. ity, she studies the appropriate disci- but not to herself. Gypsies have no titles or ranks among plines of animal telepathy, clairaudience, Some say that the traditional “cross- themselves, except for their King and clairvoyance, ESP, telepathy, telepathic ing her palm with silver” washes away Queen. When the gypsies of history be- projection, and the like. Psionic ability is the baneful magic, and this is why most gan to move into Europe, their leaders necessary if a woman is to become the fortune tellers insist on this ritual. The found that a medieval ruler was not dis- Gypsy Queen, but not for lesser fortune actual cost of a dukkerin is counted in posed to take a commoner seriously, so tellers. As they rise in magic-user levels, gold pieces. A simple reading, such as they adopted “meaningless” titles for fortune tellers learn the spells of ESP, the chart will give, costs as much as a themselves, and this pleasant fiction clairaudience, and clairvoyance. At 4th good meal with wine in an inn. A full gave the gypsies a little political clout. level or above, they cast spells of object seance, calling for high-level spells and “Noble” is a term to distinguish these reading, precognition, and telepathy, the use of magical artifacts, costs hun- bard-like gypsies from true bards, just as which act as the psionic disciplines of dreds of gold pieces. “fortune teller” distinguishes the women the same names. These bear the same Fortune tellers are treated as standard from true magic users. relation to these disciplines as the spell magic-users, with the difference that Almost all the rules for bards apply to ESP, for instance, bears to psionic ESP. they do not read at all and thus cannot gypsy nobility, except that they are not A gypsy fortune teller at even the low- use scrolls, spell books, or tomes, and literate in magic or any language, nor est level can tell dukkerin, using the ac- cannot acquire “literate” spells like read can they recognize any magic symbols. companying chart (page 20). Roll dice to magic and legend lore. They do not de- None of the “legend lore” material app- simulate a fortune told by palmistry or a velop new spells or enchant items. After lies to them. Also, they have their own crystal ball, or draw from a deck of ordi- ninth level, they rise much more slowly “bardic” instruments. nary playing cards to read a fortune in than other magic-users. Add 100,000 Gypsies, unlike true bards, play violins the cards. The DM may use the chart as points to the usual number of points (or rebecs, depending on how much presented, or substitute any information needed to advance for each level, cu- anachronism one can tolerate in one’s or misinformation he or she wishes to mulative, from 10 to 12, and 200,000 campaign). Their playing alone acts as convey to a player. The good or ill effects points to the gap between each pair of the “playing and singing of a bard” de- suggested may not take place imme- levels thereafter. tailed in the Players Handbook for, of diately. Instead, the DM should guide the (Example: The “distance” from 10th to course, the gypsy cannot sing while fid- adventure so as to give the character the 11th level is 475,000 points for gypsies dling (just try it!). chance to fulfill his or her dukkerin. On a instead of 375,000, so the gypsy M-U Instead of the bardic instruments in roil of 00 or a draw of the ace of clubs, the needs 850,000 points to make 11th level. the DMG, gypsies have four magical vio- gypsy chi will use any spells or artifacts The usual “distance” from 11th to 12th lins. These viols are the exclusive prop- at her command to answer the question level is also 375,000, raised to 475,000 for erty of the gypsies and are never found truthfully. If she hasn’t the requisite pow- gypsies. Added to the 850,000 points she elsewhere in a campaign (as a crystal ers, she may very well retreat into mysti- needed for 11th level, this makes the ball might be). A real bard would know cal jargon — “The spirits work against gypsy’s 12th-level requirement 1,325,000 something of their powers and would be me. The way is dark.” — and so on, or points. Higher levels are achieved at wise enough not to attempt to play them. may refer the character to a gypsy with 1,900,000; 2,475,000; 3,050,000; and so Three are Lesser Viols, having the fol- greater powers. on, incrementing by 575,000 each time.) lowing properties when played by a no- Any Romany fortune teller has a ball There is but one Queen of the Gypsies bleman of third level (bard) or above: made of crystal and a deck of cards as at any time. She is not married, or even (A) Add +5% to the musician’s charm part of her stock in trade. A clear distinc- necessarily related, to the King. She is percentage per level up to 12th; thus, 3rd tion should be made between these non- usually the highest-level magic-user level = +5%, 4th = +10%, and so on. magical items and the similar high-level among the Romany women. She must (B) Cast any three of the following magic artifacts. the distinction need be have psionics (a non-psionic can achieve spells once per day: obscurement, snare, clear only to the DM; if the gypsy is fak- high levels as a magic-user but cannot call woodland beings, summon equine ing it, that is the players’ lookout. Proba- become Queen), and she must possess a beings (q.v.), control winds, weather bly the only way to tell if a gypsy’s spells magic item, relic, or artifact which re- summoning, or animal summoning. The 18 March 1982 Dragon

DM decides which three spells are avail- Great Viol. He then bestows his Lesser able to any spell caster — magic-user able for a particular Lesser Viol. Viol on whichever noble he pleases. (female) or bard (male) —of fifth level or The Great Viol of Pharoah is the prop- higher. This spell is very rarely used, and erty of the Gypsy King and the symbol of Two new spells usually in response to a character’s ac- his office. When he plays it, he has all the There are two unique Romany spells. tion toward a band of gypsies rather than powers of the Lesser Viols (choosing The first is Summon Equine Beings, a toward an individual. Saving throws vs. any of the listed spells, up to three a day). “‘druid” spell which may be cast by no- magic apply, the caster must touch the In addition, the Great Viol can cast, once bles of third level (bard) or better, or by recipient, and the spell requires six seg- a day, a dance spell similar in effect to any of the magic viols. The spell is sim- ments to cast. The curse is spoken in the the eighth level MU spell, Otto’s irresisti- ilar to call woodland beings but brings to Romany language and translates as: ble dance. The musician need not touch the aid of the gypsies one type of the “Horsefold will hate you; bad luck will his victim, but the victim must be in nor- following equine or quasi-equine beings: follow you; the Romany mark is placed mal hearing range. A particular victim or 4-16 ponies, burros, or donkeys on you!” The effects are as follows: victims may be selected from a group; all 4-16 horses or mules (A) The victim emits a peculiar odor, will hear the music, but only those de- 4-8 repellent to all equine or quasi-equine signated by the violinist are affected by 1-4 hippogriffs/pegasi/hippocampi beings (listed in spell description). Rid- the magic. The gypsy may play for four 1-2 ing horses, etc. refuse to carry the cursed rounds plus one round per level above The likelihood of attracting hippo- character on percentile dice rolls of 01- 12th, up to a maximum duration of eight campi is extremely rare, but if the spell is 50. On rolls of 51-75, the character can rounds. After six rounds of dancing, the cast on the seashore or in a boat, they force the animal to carry him or her, but victim is exhausted for 1-6 rounds. After have as good a chance of being affected with such difficulty as to cut the animal & dancing for a full eight rounds, the victim as any other equine being. speed by half. If 76-00 is rolled, the must sleep for 1-4 hours. Roll on the ap- The number of beings summoned is animal will fight. Draft animals will balk propriate die and adjust for exceptional- doubled when the spell is cast by the and refuse to pull a vehicle the character ly high or low constitution. An exhausted Great Viol of Pharaoh. All wild equine is riding in 50% of the time. Similarly, creature cannot fight or cast spells. beings save at -5; domestic horses, pack animals will refuse to carry the There is only one King of the Gypsies mules, ponies, etc., at -4; warhorses and character’s property or anything he or at any time. He is a noble, usually of 12th other trained steeds (pegasi, etc.) at -1. A she has handled 50% of the time. If 01-50 level (bard) or above. When he dies, he is paladin’s warhorse saves normally. Gyp- is rolled, draft and pack animals refuse; succeeded by the winner of a three-way sies are always on good terms with any 51-90, they will submit and act normally, duel between the noblemen possessing creatures summoned, so no loyalty but on 91-00, they will fight. Equine crea- the three Lesser Viols. The victor be- check applies. tures of greater than animal intelligence comes King for life. He takes the title of The other spell exclusive to gypsies, will be hostile toward the victim; they will Pharoah and becomes the owner of the Curse (Blessing) of the Gypsies, is avail- flee (75%) or attack (25%).

19 Dragon Vol. VI, No. 9

(B) Bad luck will follow the victim. creatures are well disposed toward the to determine hit points.) Once a day, as he or she attempts a feat character. He or she can quiet restless Five of the men are thieves of 2nd-5th such as spellcasting, melee combat, horses, etc., and such animals will work level; two are fighters of 3rd and 6th lev- lockpicking, whatever — depending on to the limit of their endurance if kindly els. The 3rd-level fighter has ability his or her class — the DM will roll d20. treated. Once a day, the DM rolls d20 for scores suitable for a bard, and has the hit Unless a natural 20 (no modifiers) is good luck, which renders any attempted points acquired up to 5th level as a thief. roiled, the attempt will fail miserably. action instantly successful unless a nat- He aspires to the nobility. Their leader is Later attempts to cast another spell, ural 20 is rolled. The “blessed” mark will a 2nd-level noble (bard). strike another blow, etc., are unaffected. put any gypsies encountered at the Five of the women act as thieves of the (C) The Romany mark will appear on character’s service. 1st-5th level. One is a 3rd-level fighter. the victim’s forehead. Druids, bards, The seventh woman is a fortune teller at rangers, and thieves recognize this mark, Generating gypsies the 4th level. The thieves are armed with although recognition does not necessar- With their special abilities, gypsies are cudgels or slings and daggers; they wear ily prejudice them against the character. a powerful breed. DMs ought to choose no armor, but consider the possible AC Magic-users can identify the mark by very carefully the qualities and charac- bonuses for dexterity. The fighters wear casting read magic and clerics by detect teristics of the gypsies they place in their leather armor and use short swords, charm. All gypsies recognize the mark campaigns, instead of relying on ran- slings, and daggers. The nobleman has instantly — and will harass or attack the dom dice rolls. This is especially true of the spells animal friendship and entan- character, pursuing if he or she flees. A the spellcasters. As a very rough rule of gle. The fortune teller has charm person, cleric can cause the mark and the ill ef- thumb, consider an average band of ventriloquism, unseen servant, ESP, and fects to vanish with remove curse, but eight men and seven women. Of the audible glamer. The spellcasting ability most lawful ones will refuse to do so un- twenty-five children, ten are old enough is better balanced for this hypothetical less the victim makes restitution to the to be zero-level thieves. (A zero-level group than is necessary for running a offended gypsies. thief subtracts 5% from each function Romany band. Again, each DM knows The Blessing of the Gypsies is the re- listed on the “Thief Function Table” on best what is needed for his or her cam- verse in language and effect. Equine page 28 of the Players Handbook. Use d4 paign and players.

GYPSY FORTUNE TELLING CHART

Die roll Card Fortune Die roll Card Fortune 01-02 Two a journey 25-26 Two trust an 03-04 Three a journey over water 27-28 Three don’t trust a stranger 05-06 Four a journey underground 29-30 Four don’t trust a woman 07-08 Five beware of orcs 31-32 Five don’t trust a man 09-10 six beware of snakes 33-34 Six disaster 11-12 Seven a tall, dark stranger 35-36 Seven important news 13-14 Eight lucky in love 37-38 Eight important news (+1 to charisma) from a halfling 15-16 Nine unlucky in love 39-40 Nine important news (-1 to charisma) from a man 17-18 Ten trust no one 41-42 Ten important news SPADES 19-20 Jack trust a stranger from two women HEARTS 21-22 Queen trust a woman 43-44 Jack a befriends you 23-24 King trust a man 45-46 Queen good health (+1 to constitution) Die roll Card Fortune 47-48 King poor health 73-74 Two the full moon is lucky (-1 to constitution) 75-76 Three beware the waning moon 77-78 Four news at the new moon Die roll Card Fortune 79-80 Five warning 49-50 Two success with money 81-82 Six a dark lady 51-52 Three a spendthrift 83-84 Seven favor of the gods 53-54 Four search to the east (+1 to wisdom) 55-56 Five search to the west 85-86 Eight the gods frown 57-58 Six search to the north (-1 to wisdom) 59-60 Seven search to the south 87-88 Nine misfortune 61-62 Eight fair weather 89-90 Ten a handsome man 63-64 Nine foul weather 91-92 Jack gifts 65-66 Ten a gnome befriends you 93-94 Queen beware gifts 67-68 Jack use your gifts wisely from a stranger 69-70 Queen a fair woman CLUBS 95-96 King DM’s option 71-72 King a wealthy merchant DIAMONDS

ACES Die roll Suit Fortune 97 Spades death 98 Hearts love 99 Diamonds treasure 00 Clubs answer a question

20 March 1982 Dragon

most always hunting prey). Spending 1 tacle absorbs more than one wound in a charge enables the bleeder to heal 1 hit round. This instinct does not respond to Bleeder point of damage to each of its 10 tenta- damage suffered by the central body or cles and 1 point of damage to its central other tentacles. A tentacle will continue body (but not its eye). The healing ability to drain blood if it is doing so when by Ed Greenwood can be used once per round, and the central body reaches zero hit points. creature can attack as usual while the Tentacles not attached to a victim at that FREQUENCY: Rare regeneration is going on. time are incapable of further activity. NO. APPEARING: 1 Bleeders prefer to float above surfaces A tentacle will remain imbedded in a ARMOR CLASS: 4/6/8 rather than resting upon them, and move victim until the bleeder retracts it, or until MOVE: 9” by means of Levitation. (An organ locat- it is torn free by the victim and/or com- HIT DICE: 77-84 hit points ed in the upper half of the rubbery, rades exerting a total strength of 22. A % IN LAIR: 40% spherical central body is a valued ingre- victim freed from the tentacles forcefully TREASURE TYPE: See below dient in magical potions and inks con- will suffer 1-6 points of damage per ten- NO. OF ATTACKS: 10 cerned with levitation and similar acts.) tacle as the barbs come loose. A bleeder DAMAGE/ATTACK: 1-8 A bleeder may, however, “shut itself will voluntarily retract a tentacle only SPECIAL ATTACKS: Blood drain, ram down,” remaining motionless and insen- when its victim is reduced to zero hit SPECIAL DEFENSES: Regeneration sitive on the ground, and in that state points, or when its central body is down MAGIC RESISTANCE: Standard remain alive for long periods. To awaken to 5 hit points or less (30% chance, check INTELLIGENCE: Average to high from this hibernation, the creature re- each round when applicable). ALIGNMENT: Neutral evil quires an influx of electrical energy, or a Bleeders have been known to ram or SIZE: L (6’ dia.) physical shock caused by a fall, blow, crush opponents with their bulk. This at- PSIONIC ABILITY: Nil wound, or heat. tack does 1-8 points of damage, and is Attack/Defense Modes: Nil The bleeder’s 10 tentacles are retract- often made purposefully while the body ed into the body when not needed (re- is turning and its tentacles flailing, so The bleeder is a fearsome monster sembling eyestalks up to 4 feet in length), that victims are dislodged from ledges found in caverns or ruins. Its spherical but can lash out to a full stretch of 20 feet and precarious positions. The creature’s body resembles that of the dreaded be- with blinding speed. All 10 tentacles may tentacles each have 6 hit points and are holder, but the “eyestalks” of the bleeder act separately, or they may strike a sin- armor class 6. The central body has a are actually bloodsucking tentacles. gle human-sized target in concert. The hard, rubbery skin and is AC 4. It has Bleeders favor a diet of humans and initial strike of a tentacle causes 1-8 11-18 hit points, and bears a large eye horses, but will attack anything having points of damage as the barbed tip at- (AC 8, 6 hp, 12” infravision). If its eye is blood (including such things as bloated taches to the victim. Sucking orifices destroyed, a bleeder may still locate op- stirges). within the barbs will drain blood at the ponents within 1” by smell and sensing In the bleeder’s digestive process, rate of 2 hp per round (per tentacle), vibrations. blood is used to generate energy which beginning on the round after the hit was Bleeders often meet in mid-air strug- is stored within organs in the body and made. gles to the death. The loser’s body is left tentacles (1 hp worth of ingested blood If a tentacle attached to a victim is to become the breeding ground for off- becoming 1 charge). The creature uses damaged but not destroyed by any sin- spring. The central body is covered with this energy for motor activity and heal- gle blow, it will instantly and automati- a fluid secreted by the victor, and within ing. The transformation from blood to cally drain from the victim’s body suffi- 1 day, from 1-4 young are “hatched.” energy takes 1 round. cient blood (in hit points) to restore it- Each offspring is 50% as powerful as an A bleeder expends 1 charge every 2 self. Note that this reflex effect occurs adult in all respects, and matures in one turns in motor activity (and thus is al- after every non-killing hit, even if the ten- month.

21 Dragon Vol. VI, No. 9

Stymphalian birds

Created by Michael Parkinson

Author’s note: Throughout history, creatures and characters from classic and legends have stirred the imag- ination. The ADVANCED DUNGEONS & DRAGONS® game would be a lesser game if it lacked legendary monsters such as , medusae, and uni- corns, to name a few such creatures. Another formidable and fearsome crea- ture of myth not included in the official AD&D™ monster list can be taken from the legend of the sixth task of Hercules — to destroy the carnivorous birds of Lake Stymphalus.

FREQUENCY: Very rare NO. APPEARING: 2-12 (in flight) or 30-180 (in lair) ARMOR CLASS: 4 MOVE: 6”/18” HIT DICE: 4 % IN LAIR: 20% (but see below) Spriggan

Created by Roger Moore Individual spriggans have the thieving FREQUENCY: Uncommon abilities of a 1st-level thief, with the ex- NO. APPEARING: 3-18 ception of the band’s leader, who has the ARMOR CLASS: 6 abilities of a 5th-8th level (d4 + 4) thief. MOVE: 9” The leader of the spriggans is also able HIT DICE: 1 to bring down a curse one time per % IN LAIR: 15% month. The curse takes effect when the TREASURE TYPE: K on individuals; leader touches a victim or is hit by the P, Q, Y in lair intended victim. Once the leader first NO. OF ATTACKS: 1 employs the curse power, he will be DAMAGE/ATTACK: 2-5 (2-16) “charged” for 10 rounds thereafter and SPECIAL ATTACKS: See below will try to affect as many enemies as he SPECIAL DEFENSES: Silver or magical can in that time. The leader will usualIy weapons to hit only use this ability if the spriggans’ lair MAGIC RESISTANCE: 10% is raided and their spoils taken. Typical INTELLIGENCE: Low to average spriggan curses include penalties (-1 to ALIGNMENT: Neutral evil -4) to saving throws, “to hit” rolls, or the SIZE: S (2’ tall) like. Such a curse has a duration of 4-12 PSIONIC ABILITY: Nil rounds depending on its severity, with Attack/Defense Modes: Nil weaker curses having longer durations. The effect may be negated by a Remove Spriggans are small humanoids, each curse or a Limited wish. of them having a distinctive, grotesque All spriggans are capable of Enlarge appearance. Differences between the Self, a special spell that increases a members of a band of spriggans are spriggan’s height to six times normal, considerable; no two ever have the same generally up to about 12’. This height clothing, facial appearance, or height. increase gives the spriggan the attack Spriggans form small raiding bands and power of a hill (2-16 damage/round, ravage the country near their lair, much or +3 to hit and +7 to damage). This pow- as brigands do. er lasts 4-9 (d6 + 3) rounds and can be 22 March 1982 Dragon

NO. OF ATTACKS: 1 that, is rendered upon large targets such lee with a hunting flight or within 100 DAMAGE/ATTACK: 1 -8 as horses. This attack can be made only yards of the lair, fight at -2 to hit (or at -1 SPECIAL ATTACKS: See below once a day by any particular group in if a saving throw vs. poison is made). SPECIAL DEFENSES: See below flight. Similarly, any spells attempted by a spell MAGIC RESISTANCE: Standard When it lands on a victim, a Stymphal- caster under these conditions have a INTELLIGENCE: Animal ian bird will attack with its claws (doing 20% chance of failure (only 10% if the ALIGNMENT: Neutral 1-6/1-6) instead of its beak. If both talons caster makes the saving throw vs. poi- SIZE: M strike, the target is knocked prone un- son), in addition to any saving throws vs. PSIONIC ABILITY: Nil less he rolls less than his strength on magic that the birds are entitled to. This Attack/Defense Modes: Nil 4d6. is because of the nausea and distraction These foul birds are carriers of (roll caused by the acrid fumes. A new saving These man-eaters dwell in the midst of d6): 1, blood disease (acute, terminal); 2, throw vs. poison must be rolled for in malarial marshes in damp, temperate to cardiovascular-renal disease (acute, ter- every round when the stench is present. tropical climates, but will plague the sur- minal); 3, connective tissue disease The odor and noise these birds exude rounding areas up to 10 miles away. (chronic, severe); 4, gastro-intestinal make it hard for them to gain surprise. Their weed-choked, stagnant swamps (chronic, mild); 5, gastro-intestinal (a- It may be possible to panic the birds are inevitably girdled by thick vegeta- cute, terminal); 6, any two of the above (even an entire colony), depending on tion, hence often the birds’ lair is access- diseases. the method employed and the Dungeon ible only by air. Colonies in such places The birds can only be damaged by Master’s discretion: for example, Her- are densely populated (30-180 adults magic weapons or spells. A special con- cules used a device fashioned by the and 10-60 non-fighting fledglings). coction of hydra blood, when smeared Goddess Athene. The Stymphalian bird has an ibis-like on the blades and points of magic wea- These savage birds will greedily try to body with an extended neck; grasping pons, will kill the bird unless it makes a attack any or demi-human. talons and a fell beak, both of brass; and saving throw versus poison; of course, Because the Stymphalian birds eat the barbed feathers. the creature must be wounded (by a local citizenry and peasantry, kill ani- When flying overhead, a group of these successful hit) before the poison can ef- mals with their feathers, and spread dis- birds can loose a rain of feathers which fect. A successful saving throw vs. poi- eases, any party attempting or offering will cause damage on any character or son indicates no additional damage (the to destroy or rout an established colony creature below equal to a roll of d4 plus toxin did not enter the bloodstream). might be rewarded (or promised a re- the victim’s effective armor class. Dou- Stymphalian birds have such a violent ward) by those who are grateful. The ble damage, or perhaps even more than stench that their opponents, when in me- birds themselves do not collect treasure.

used once per day, usually to scare op- ponents into fleeing or surrendering their valuables. It takes two segments for a spriggan to grow to its enlarged height, and the creature need only make a sim- ple somatic gesture (placing thumb in mouth and puffing out cheeks, as if blow- ing up a balloon). Their use of this power has led many peasants to believe that spriggans are actually the ghosts of long-dead hill giants, and some folk may use holy sym- bols or holy water when confronted by a spriggan band — for good reason, and with good effect. Though spriggans are not undead, they are repelled by holy symbols and will flee if splashed with holy water. Some sages believe this hap- pens because spriggans are said to have hilly regions. They often set up house- spriggan children are as ugly and foul- originated on a lower plane. Holy water keeping in a lair once occupied by hill tempered as their parents. does not do actual damage to spriggans, giants. One of their other major occupa- Spriggans have a wide variety of skin except as it affects their morale. tions in life besides robbery is kidnap- colors; individual complexions are usu- Spriggans gain no bonuses for dexter- ping; spriggans have been known to ally some shade of brown, gray. or yel- ity or racial type when using the thieving steal the children and babies of dwarves, low-white. They speak their alignment tables for pickpocketing, hiding in shad- halflings, and gnomes, and either hold language, the common tongue, and their ows, etc. They have a -25% penalty to them for ransom or bring them up as own language. The leader (and only the their chance to climb walls, due to their their own, training each child to be a leader) knows the thieves’ cant, since he height. They cannot use thieving abili- fighter or a thief. Differences between may have occasional ties with a local ties when in giant form. spriggan babies and babies of other ra- thieves guild to sell some of the sprig- These creatures are usually found in ces will be obvious to anyone, since gans’ stolen goods. 23 Dragon Vol. VI, No. 9

THE GREAT KINGDOM AND THE KNIGHTS OF DOOM NOTES FROM THE WORLD OF GREYHAWK™ FANTASY SETTING BY ROB KUNTZ

News from the Great Kingdom Rauxes, has released substantial infor- some, though, that forces from Irvid’s Much news is to be heard as of late mation regarding OverKing Irvid’s past. palace are scouring the capital and sur- from the surrounding provinces of the He states in a letter, supposedly sent to rounding countryside for him. These Great Kingdom as well as from Rauxes all Free Nations, that: “We have in our contingents of searchers are led by: itself. A fleet from the recalcitrant Sea midst a devil incarnate. Hear me, people, Demonic Knights of Doom Barons has been dispatched to aid the that the thoughts of lrvid the insane are FREQUENCY: Very rare cousin of the OverKing, who commands as black as his throne. We who worship NO. APPEARING: Variable (see below) North Province. the light will not stand still as the machi- ARMOR CLASS: Variable It is rumored that this movement came nations of a madman destroy the once MOVE: 12” on foot, down as an Imperial order from Rauxes splendid Kingdom we have now grown 21” mounted (see below) to help alleviate the problems created by to hate and cower in! The plans of this HIT DICE: 4-10 hit dice + the incursions of Almor and Nyrond into man you call OverKing are those of a % IN LAIR: Nil the southern part of Bone March, as well child nursed upon the breast of lunacy!!” TREASURE TYPE: Varies (see below) as to answer the North Provinces’ call for Carcosa went on to specify that much NO. OF ATTACKS: As level plus special aid against these attacks. These incur- of the madness was created from within. DAMAGE/ATTACK: Per weapon type sions come at a time of continued raids In fact, it is now known that a very high- SPECIAL ATTACKS: Nil from the humanoid bands near Bellport level mage who was thought dead has SPECIAL DEFENSES: Armor absorbs who have not thrown in their banners indeed shown up once again. He is heat-based attacks with the Herzog as of yet. Xaene the accursed, cavorter with dem- MAGIC RESISTANCE: Standard The Herzog continues to muster his ons, arch-enemy of the Mages’ Guild at INTELLIGENCE: Controlled, forces, awaiting the arrival of 2,000 sea- Rauxes (which he could not subvert nor but exceptional soned veterans of battles with the sea- stand to serve), dabbler into all the ar- ALIGNMENT: Chaotic evil, neutral evil, wolves of the north. It is said that the cane arts of destruction and chaos, and or lawful evil Lord High Admiral of Asperdi is actually last but not least court wizard to Irvid. It SIZE: L (6-7’) sending his most gifted commander to is told that it was Xaene who spoke to the PSIONIC ABILITY: Nil see to the raids around Bellport, reaffirm , the undead, the humanoids, Attack/Defense Modes: Nil supply routes to the north, and open a and under threats, sacrifice, and blood- solid marching front to move down the letting created early the power which Ir- These Knights appear as normal men Teesar Torrent. This plan is seen as a vid controls today. It was Xaene who with undistinguishable features, their two-pronged attack, possibly with the created the Demonic Knights of Doom, faces hidden by visors. They always horns protruding south from the Blemu who marshal the OverKing’s armies, who wear gold-plated armor — in defiance Hills and across the Teesar to storm convert all evils to their bolstering ranks, and mockery, it is said, of those aligned Knurl. In any case Knurl is being fortified and lead those fanatics of the Midnight’s lawful good. They will appear mounted against any advent and the armies of Ny- Darkness Clan who are in opposition at or on foot depending upon the type of rond and Almor are waiting.... this time to the Secret League of Pholtus. unit they are leading, with that variability At Rauxes, all is astir. Recently a Carcosa called upon all good people described below. These controlled ser- league having association with the Arch- to heed these warnings and tribulations vants of the OverKing and Xaene were Cleric of Pholtus (of the Blinding Light and rally to the support of the hallowed created by the two wizards to marshal religion) and having offices in many hall of Pholtus. He called upon all saintly armies and to convert all whom they en- temples in and around the OverKing’s religions, such as those of St. Cuthbert counter, by the sword or by fear of death. capital, has announced its great disfavor and of Ehlonna and Heironious, to swell 4th-5th level: These generally serve as with the OverKing and its contempt for the ranks of good. captains of forces of from 100-200 lower- his chaotic deeds of the present. It has Shortly after making these announce- level soldiers. They use +1 swords. Their been claimed. by strong practitioners of ments, Emasstus Carcosa was ordered +1 chain mail absorbs 10% of the dam- the faith that the OverKing will not be arrested for treason and for subverting age from any heat-based attack. satiated until all free people from all the state with falsified information. There 6th-7th level: These knights are great- lands are enslaved and at the feet of his has been an interim period in this affair, er captains, or colonels, in charge of intolerable throne. for the sage/patriarch could not be lo- contingents ranging from 200-500 men. In support of these claims, Emasstus cated and the followers of Pholtus would They use +2 swords, and their +2 chain Carcosa, a well-known sage and Patri- neither support nor deny what their most mail will absorb 15% of the damage from arch for the high seat of Pholtus at exalted leader had said. It is known by heat-based attacks.

24 March 1982 Dragon

8th-10th level: These are the generals spears, short swords, leather jerkins. of campaigns, leading armies of 1,000- 3% light crossbowmen with light 4,000 men or more. They wear +3 plate crossbows, short swords, axes, leath- and wield +2 two-handed swords. Their er jerkins. armor absorbs 20% of the damage from 2% longbowmen with longbows, heat-based attacks. It is rumored that swords, leather armor. there are but five of these generals, and 5% horse archers with composite the toughest of the lot is a 10th-level bows, swords, studded leather armor, knight who rides a horse that spits flame. target shields. 11th level and up: There are only two Marshals. The greater of the two serves Some popular or notable units include the Northern and Eastern Provinces. He the following: is armed with a sword of cold and +3 Heavy Foot regiment: Symbol is a plate. He is said not to fear fire of any bronze baboon, and the mode (color) of type. The lesser Marshal, serving the dress is colored saffrons, chocolates, Southern and Western Provinces, is and bone white. This regiment is known armed with a mace of disruption +4 and as the “howlers” when they go into com- is armored in +3 plate. The latter Marshal bat, for they howl and scream, causing is at this time much in the consul of the many a non-battle-ready foreign unit to Holy Censor of Medegia. It is rumored retreat in dismay. that the Marshals can withstand all fires Medium Horse regiment: Symbol is a but dragon breath. tan horse, and dress is black and aqua- These knights all have scores of 15 or marine. This unit is known for expertise better in each ability. Though none of with the javelin while either mounted or them has done open combat within the dismounted. Their nickname is the “bolt- recent past, it is highly rumored that ers,” for they are hard to keep from some of the generals and most definitely charging into a fray once the battle has the Marshals have superhuman strengths been joined. and constitutions. Horse-Archer regiment: Symbol is two The makeup of any unit the knights are silver arrows crossed upon the colors of leading is detailed below. They always ebony and scarlet. These warriors are lead troops of veteran to elite status, and very accurate with their composite bows will always have a varying number of and are called the “pointers,” for they personal guards (5-15% of listed troop always lead the way on campaigns and numbers) of levels 2nd through 4th. skirmish missions. These retainers are said to be the hand- Note: The assigning of these names, picked troops of OverKing lrvid himself, colors, etc. was made easy by the appli- which he entrusts to the knights to send cation and use of on special missions of raiding, spying, Guide. Though a wealth of material deal- etc.; thus, they gain +1 on all morale ing with the armies of the World of Grey- checks during such missions. They gen- hawk will be published in the future, erally come armored as the type of unit there are always units from the Great they are assigned to, but the 4th-level Kingdom (or any land, for that matter) retainers are typically bedecked with +1 forming, reforming; or disbanding, so weapons and armor. the want for new unit types, names, and colors along with the units’ distinctive Unit composition features and/or capabilities are always 35% cavalry, as follows: needed and helpful to both the miniature 10% light horse scouts with swords, collector or to those players and/or DMs spears, leather or studded leather ar- who wish a more realistic tone to their mor, target shields. assorted “paper” armies. 15% medium horse with swords, lances, chain hauberks, kite shields. 10% heavy horse with lances, bas- tard swords, full plate or plate mail, kite shields. 50% infantry: 10% light skirmish type with assort- ed light swords, axes, maces, no shields. 20% medium foot with long swords, spears, maces, chain hauberk, no shields. 10% heavy foot with bastard swords, long spears, assorted pole arms, chain mail, and shields. 10% armored foot with halberds, pikes, assorted pole arms, full plate or plate mail, no shields. 15% Missile: 5% light archers with short bows, 25 Dragon Vol. VI, No. 9

26 March 1982 Dragon

Skitterbugging by GENE O’NEILL

“Astro-geophysical crewmen, skitter- Finn’s face. But, at least this place is From the doorway to the sleeping cub- buggers, derive their nickname from the good for skitterbugging, Finn thought, icles, the two other crew members hur- Terran water bug that walks on water. taking a breath of clean, fresh air from ried into the dining area and sat down: The skitterbug darts about on bent spindly the cloudless sky. The shuttle from their Mikela Lucchesi, recorder and team lead- legs like a homeless nomad. Its human mothership, Aquarius, was taking crews er; and Shigawara Kenjo, the team shooter namesake sees an analogy to his life, to other habitable planets circling Cyra- — the explosives expert. The crew ate darting from star to star, an astral nus that looked far more hostile. rapidly, anxious to begin the first day’s nomad...” The aroma of coffee shifted Finn’s shooting. From the introduction to The Astro- thoughts from the desert to his empty Finn pushed away his empty foodpak Geophysical Handbook by the L-5 stomach — the rich smell enhanced by and watched Mikela eat, admiring her Foundation, Luna One, 2112. the crisp, dry air. He moved back into the beauty. She was tall, her slight breasts dining area of the dome. “Coffee smells and hips barely contouring her athletic Cyranus began a new day, rising above good,” he said, taking a seat at the dining figure. Her only adornment was a cur- the desert horizon on its fifth planet. table. ious black tattoo on her left cheekbone: Morning rays found the geodesic dome “Good-morning-junior-recorder,” the The five-pointed star, no larger than a di- where the All-American Boy fixed break- All-American Boy said, his voice an un- lated pupil, was a symbol for the Church fast for the four-member crew. emotional monotone, placing a foodpak of the Transcendent, a small sect popu- As Cyranus continued the journey, its and cup of steaming coffee in front of lar with skitterbuggers and some star- light discovered junior grade recorder Finn. ship personnel, particularily pilots. Se- Finn M’Cormac staring across this new, Gent Jackson slipped into a seat across nior ‘Scendents were rumored to be tel- flat landscape. from Finn and nodded. “Hey, where’s the epathic. Finn frowned, recalling another Nothing moved in the dawn shadows orange juice? rumor: ‘Scendents practiced celibacy. that silhouetted a clump of brown thorn The All-American Boy shuffled over In the kitchen the All-American Boy bushes. Dwarfed by a lack of rain, the on mechanical feet with the juice carton. cocked his head: It was the hum again, dullish-colored plants blended into the “Good-morning-driller.” vibrating through his circuitry with an sandy background that supported a few The big man took a tentative sip, hold- uncomfortable sensation. reptile-like creatures, and a predator ing up his hand in the wait signal. similar to a mongoose. “Hmmm.” He swished the juice in his The Queen Mother sensed peril, send- For the next six weeks Finn and his mouth like he was sampling a vintage ing one of the ancient songs through the mates would circle the planet’s equator wine, and the All-American Boy waited Horde. It was the Song of Danger, a song with seismograms, pin-pointing whether like an expectant wine steward. Gent almost forgotten. All in vibrat- the world’s natural wealth would support took another sip and smacked his lips, ed rapidly, sharing the emotion of fear. colonization. making an OK sign with his thumb and But the Queen Mother sensed a strange, The thought of a busy city imposed forefinger. The All-American Boy re- high-pitched vibration — a disruption of over this quiet scene brought a frown to turned to his work. the smooth harmony of the song. An

She shrugged, then touched the tiny cheek tatoo and nodded. “I’ll try.” She sat at the dining tab/e, closed her eyes, and seemed to be going into a trance. The men waited and watched. 27 Dragon Vol. VI, No. 9 alien vibration, produced by — The Queen the vein near his eye disappearing. “Hey, Finn helped the robot lay out the first Mother didn’t know. upbeat. Thanks, Shig.” spread of jugs, quickly burying the can- Finn took a deep breath and sighed as shaped instruments underground and Abruptly, the All-American Boy left the two other men discussed jumpmusic marking the location with a green flag. the dome, unnoticed by the crew. He — Gent’s hobby and favorite subject. Then they skimmed past the firing point went to the shooter’s skimmer and flipped Finn glanced over at Mikela and smiled and began on a second spread. Finn be- open the explosive locker, removing a to himself; she had not been listening, gan to sweat in the dry heat, and mo- shiny detonator. The All-American Boy totally absorbed in her notes. Finally the tioned for the robot to continue ahead disappeared for a few seconds behind crew chief looked up. after the second group was buried. the shadowed side of the dome, reap- Tapping her pencil on the table, Mike- Heading to the first shot point, Finn pearing without the metal cylinder. As if la cleared her throat. “A few things be- met Gent skimming up the line. “Fin- nothing unusual had occurred, he went fore we start.” Everyone took out a note- ished drilling the first one already?” Finn back inside and resumed breakfast book as she gave the detailed compass asked, his skimmer on hover. clean-up. settings and other navigation details. “Yeah,” Gent answered, “it’s easy go- “Hey, we could use some more juice,” “‘And Finn, please set the autos on the ing in this sand. The lasers melt it and we Gent said, chuckling as the All-American robot’s skimmer.” She looked back at get a glasslined shot-hole. No slumps or Boy hustled into the dining room with her notebook. “We’ll go slow at first, until re-drills.” another carton of orange juice. When the Finn and I are sure that the break lines Finn nodded and turned his vehicle crew first made camp, Gent had fingered are sharp on the records.” She looked up around, following the driller past the se- the red forty-four emblazoned across and smiled. “Questions?” After a mo- cond spread of six green flags to the the little robot’s chest, and dubbed him ment’s silence, she added, “The robot will second shot point. with the nickname. double back here at noon and move the As Gent set up the drilling tripod, Finn eating, Gent excused himself dome while we eat. Secure your person- arranged the other equipment. “Mikela and left the table. After a few moments, al gear.” Pocketing the notebook, she wants the first few holes cut down one he returned from his sleeping cubicle rose from the table. ‘Check your skim- hundred and thirty meters,” the driller with a strange expression on his face. mers and let’s do a little skitterbugging.” said, setting the depth gauge on the las- “Something downbeat going on.” His Outside, Finn moved between the five ers Four minutes later, he had finished voice was tight, hoarse. skimmers, each loaded with the special- drilling his second shot hole. Finn staked The All-American Boy had cleared off ized equipment of its user. He stopped at the hole with a red flag as Gent packed the table but lingered with his arms full of the All-American Boy’s vehicle and up. After a few moments, they skimmed cups and empty foodpaks. punched the compass settings into the away in opposite directions, Finn return- “What’s that?” asked Finn. Shig glanced computer-pilot. He checked the load of ing to the first shot point and Mikela’s up from his coffee cup, but Mikela stu- geophones, self-contained generators skimmer. died her crewchief notebook. capable of sensing energy waves, known Shig had just loaded the hole with five “Well . . . I’m missing things from my simply as jugs to the crew. The robot laid kilos of plastimon explosive. He advised sleeper . . . like my watch.” A small vein six jugs a kilometer apart in a line known Mikela, “Hole loaded and armed.” bulged near the corner of the big man’s as a “spread.” The crewchief nodded, adjusting filter left eye as he scowled uncharacterist- “You’re set,” Finn said, tapping the ro- settings on her recording console; then ically. bot’s shoulder. she squinted into a thin view slot of the Finn snapped his fingers. “That re- He checked his own skimmer. As crew seismic camera. “Look,” she said to Finn, minds me; I couldn’t find my gold pen troubleshooter he carried spare parts, a leaning back. this morning.” He smiled at Gent. “Guess first-aid station, comm gear, extra CO, He stepped up to the seated woman I misplaced it. Kind of a funny coin- backpack extinguishers, and other es- and kneeled, peering into the thin aper- cidence.” sentials that wouldn’t fit on the other ture. He saw twelve horizontal lines of “Yeah, a coincidence,” the driller said skimmers. green light, barely shimmering in the in an unconvinced tone. While Finn mounted, a small gray crea- camera’s darkness. “It’ll turn up,” Finn said, finishing his ture darted from underneath the skimmer, “Looks good,” he said, standing up. coffee. disappearing into a nearby cluster of “Want to shoot?” “Yeah, well . . .” Gent paused, glancing thorn bushes. It resembled a miniature Mikela nodded. at each of the other crew members, the dragon — one of the reptiles? Gazing at “Shooter,” Finn shouted, “let’s do one blue vein throbbing as his voice rose. “ . . . the distant landscape, a panoramic waste- in ten seconds.” I better not catch a coincidence in my land almost overwhelming in its drab Shig flipped the arming toggle on his sleeper, unless it’s looking for a kicked desolation, Finn nodded to himself: This autodetonator. butt.” is why I’m a skitterbugger. He looked out The muffled blast rocked the grounded Surprised by his reaction, Finn stared on a naked, virgin planet—before it was skimmers at the shot point, the energy at the big man, who looked back menac- covered with forests, crops, farms, cities, wave from the explosion reflecting up ingly. They had been crewmates several and people. He had the opportunity to through the surface crust, exciting the times, and Finn had never seen Gent look where no one had looked before. Of jugs to send an electrical wave back angry or in a bad mood. But then, Finn course, Finn had seen wilderness back through Mikela’s camera and processing thought, I’ve never seen Gent when he on Earth, but this was different; this was equipment. She watched the twelve lines felt someone had robbed him. pre-wilderness — a natural canvas, un- break up as the camera recorded the The All-American Boy slipped away touched by the hand of man. The Corps shot. The seismogram would reveal crus- from the dining area, the air heavy with of Terraformers followed the skitter- tal densities; and it was the unusual den- tension. buggers, then the colonists. A decade, sity change that hid a pocket of steam, or Shig defused the situation. “I have two maybe two, and this pre-wilderness would natural gas, or oil, or . . . nothing. timepieces,” said the soft-spoken Orien- disappear. Finn blinked, feeling fortu- The crew waited for Mikela’s reaction tal. “Please use this one until you find nate indeed. to the shot. your own piece.” He handed Gent an The All-American Boy started moving expensive watch/calculator. westerly, the four other skimmers follow- The Queen Mother was shocked: The For a long moment, the driller just ing, with bright Cyranus shining against sacred nest had been attacked! New stared at the little man; then he grinned, the crew’s backs. ones destroyed. Vibrations — painful,

28 March 1982 Dragon confusing vibrations. The Queen Mother Finn looked at Shig. “Are you missing the sandy surface, rocking the parked vibrated, sharing the emotion of dread. things, too?” skimmers and nervous crew. And again, she sensed an alien pres- The Okinawan nodded. An unexpected second wave followed ence, resonating to the Horde’s song. “Klepto?” asked Gent, of no one in the first. Finn felt like he was standing up particular. in a rowboat. The All-American Boy had doubled “A thief, Shig,” Finn explained. “What was that?” Mikela shouted from back to the geodesic dome. At the door- “Oh, no, that is not possible,” the little the recorder’s skimmer. “It knocked the way, he cocked his head for a moment; man said in a sad voice. “One cannot traces off the paper like a nine on the then he went inside, returning a minute steal from crewmates.” Richter.” later with a small, shiny object in his Gent snorted. “A klepto steals for ex- “I don’t know,” Finn answered, “I hand. citement. He takes from everyone, espe- just — ” cially his friends.” He sputtered, choking A third wave interrupted him, leaving Mikela let her breath out. “Pretty good on his own anger. He coughed. And the the crew speechless as they stared at the . . . ” she checked a few calculations from more risk, danger, and emotion, the blasted shot hole. her notebook. “I think we’re getting a more exciting the act . . . Downbeat.” The ground trembled and sagged like slight muffling in this sand. Let’s drill “But we’ve all lost things,” Finn in- a cake slumping after leaving the oven, down another twenty meters and increase terrupted. the sinking surface leaving a circular de- the plastimon to six kilos.” “Yes,” Shig added, “no one steals from pression in front of them twice the size of Finn relayed the revisions to shooter himself.” a skimmer. The crew felt the ground jig- and driller; then he established the patt- Gent grinned a humorless smile, the gle again like trembling gelatin. ern that would structure his day. He vein still very noticeable. He opened his “We must have set off —” Finn started, worked the back spread, picking up a jug mouth to speak, but said nothing, shak- but was interrupted again. at each green flag, bypassed the front ing his head with disgust. An opening, slightly larger than a drill spread, and settled at the second shot “Gentlemen . . .” Mikela stood in the hole, erupted near the center of the de- point. Shoot, record, pickup, leapfrog to doorway. The light highlighted the tiny pression, raining sand and small rocks the next point. star on her cheek. “Please remember down on the shocked crew. No one had The day was a recording success. that the dome was moved several hundred time to seek cover; they stood shielding Sixty shots. The crew had covered over kilometers today. Things get shaken their heads with their arms, pelted by the seven hundred kilometers of the line. about.” She paused for a moment, star- falling debris. The eruption was accom- They were right on the six-week comple- ing at the chronometer. “It is late and panied by a strong, sharp acid odor that tion schedule. although your noisy enthusiasm for de- permeated the choking dust. tective work is commendable, please Suddenly several shapes flew up out The horde vibrated with the Song of save some of it for skitterbugging tomor- of the hole. The objects, about the size of Anger. It had been so long. Only the row.” She turned and left. footballs, circled clumsily in the dusty air Queen Mother remembered the ancient Nothing more was said about kleptos. several meters above the sunken shot battles when there had been rival hordes. The three men finished their coffee in point. Finn blinked. Three animate ob- silence, Gent looking embarrassed. jects, each a cluster of yellow phospho- Mikela ate and retired to her compart- As Finn settled into his sleeping ham- rescent mist — shimmering ghost-like, ment to do more calculations on the re- mock, he pictured Mikela. Quite a lady, giving off the pungent smell. cordings. The three men sat at the dining he chuckled admiringly. She had neatly Mikela recovered her poise first. “They table relaxing and drinking coffee, as the calmed down everyone about the miss- look like bees . . . no . . . shaped more like All-American Boy scurried about dispos- ing stuff. But her moving explanation wasps . . . ” ing of dinner trays. seemed a little too easy. Was there a “But not solid. They’re formed from Shig described the Okinawan martial klepto on the crew? Who? He drifted off, mist,” Finn muttered hoarsely, awed by art of Hai-ka to Gent. Finn decided that dreaming that he and Mikela were skim- the unique creatures. “Mist wasps . . . ?” the little man’s English had a musical lilt. ming over the surface of Cyranus V look- He had never heard of such a creature “ . . . Twelve lethal point.” Shig stood and ing into a beautiful sunset. The dream anywhere in the explored universe. Per- demonstrated a stiff-armed, extended- ended abruptly as a giant hand snatched haps they were unique to the Cyranus finger parry. The powerful thrust tra- Cyranus, removing it from the horizon. system, he thought or even to this planet. velled to within a centimeter of Gent’s “Yeah, giant mist wasps,” Gent added, eye —the move so quick that the reflex- The Queen Mother vibrated the Song holding his nose with two fingers. “They ive blink followed the act. of Battle. The Horde shared the frenzy of stink like sulphur.” “No thank you, Mr. Kenjo, sir,” Gent madness. Shig moved a few steps closer toward gestured his surrender. He stood, bowed the hole. formally, and said, “No Sir, I’m on your The All-American Boy stood near Finn’s The three giant mist wasps seemed to team.” As Shig sat back down, Gent pre- hammock. As he watched the junior re- gain their bearings as they circled. For a tended to shoot him with his finger. corder’s sleeping face, an overwhelming moment they vibrated rapidly, increas- “Fooled you!” Laughing, he left the din- anger raced through his circuits: hostile ing the intensity of their phosphores- ing area. “Upbeat, yeah, yeah.” urges of electricity. cence. Then, slightly staggering their Finn sipped the hot coffee, enjoying Finn groaned, partially waking up. dives, they swooped down on the Okin- the luxury of doing nothing. It had been a The anger faded; the little robot quiet- awan. Shig assumed the Hai-ka defen- busy day. ly left the sleeping cubicle. sive stance, ducking the first wasp, then A scant few minutes later, Gent roared gracefully sidestepping the next two like back into the room like a wounded water The second day was very hot — and a matador. The first wasp hovered a buffalo. “It’s gone — my lighter.” His frustrating for the crew. A series of prob- moment, shimmering, its glow brighten- forehead was wrinkled with a frown. “I’ve lems aborted the first shot, and after a ing; then it swooped again, trying to looked everywhere.” The vein throbbed rare misfire the crew gathered to await smash into Shig. He dodged to the side near the corner of the big man’s left eye. the third attempt. Finn watched the and struck a chopping blow that sliced Then he added, visibly and audibly sup- chronometer count down yet another through the misty creature and left it un- pressing his outrage, “And it ain’t just the time: -3, -2, -1. The plastimon charge ex- harmed. Shig clutched a hand to his lighter. My jumpmusic playdeck is gone!” ploded one hundred fifty meters below chest and slumped to the ground.

29 Dragon Vol. VI, No. 9

Meanwhile, Gent had grabbed a plas- ghost? They’re only mist, but able to la, “Nothing more can be done with the timon loading pole and stabbed at a charge themselves into boiling steam ...” queen? No reasoning or explaining?” wasp; the rod passed through the crea- “We need to cool them off,” Finn said She shook her head sadly. ture harmlessly. The big man waved the slowly. Then he remembered that the “No, they are a dying race,” she said. pole in the air, attracting the attention of All-American Boy was still missing, left “The nest is their final colony—and their the wasps from the injured Shig, prevent- back on the line. “Hey, we’d better call queen knows only vengeance.” ing them from hovering and recharging the robot again.” He tried several times A loud thump came from the doorway, for attack. with no luck. “I wonder if the wasps got interrupting the crew leader. The four Finn and Mikela rushed to Shig’s aid, him?” Finn thought aloud. humans turned to discover the All- pulling him back to the nearest skimmer. American Boy, holding a large cone. Be- Finn kicked on the motor as Gent backed The Queen Mother felt a strange sen- fore the skitterbuggers could react, the aboard, still fending off the three wasps sation. It did not originate in the Horde. robot threw the cone away with both its with the pole. “Go, Finn,” he cried, pok- An alien presence was sending a song. metal hands, sending it smashing into ing at a diving wasp. The vibration was crude, clumsy. The the comm console. Finn gunned the engine and scooted Queen Mother recalled the ancient songs; Everyone except Shig dropped to the away from the three angry creatures, He the vibration did not seem to fit. She os- floor, shielding their heads with their guided the skimmer back toward base cillated in harmony with the alien’s waves, hands. camp, sighing with relief. finally recognizing the basic vibrations. The Okinawan chuckled, picking up “Look.” Gent held up the aluminum It was a primitive version of the Song of the detonator. “The robot did not set the pole, its tip melted. “They’re hot after Peace from long ago when there were fuse or arm the device,” he said, still they shimmer to a glow.” many hordes. But even the fiercest hordes grinning. He threw the cylinder to Finn, “Yes, they are,” Mikela said, smearing observed the sanctuary of an under- who had stood up and was feeling foolish. Shig’s hand with healjell. Shig seemed ground nest — never destroying new ones. “Yeah, but look at the console,” Gent barely conscious as she gave him a shot Peace? For a moment she hesitated, said, pointing at the dented tuning mo- and bandaged the burned hand, which considering the fear, the dread, the pain dule where the detonator had struck the resembled a piece of roasted meat. “You’ll of the Horde. She would have liked to communicator. He flipped on the con- be good as new after an hour’s rest,” she return the Peace Song — but it was too sole but got only static. “Can you fix it, said softly as the drug took effect. late, the violation too great. Hundreds of Mikela?” he asked the crewchief, who “We had better call in the All-American new ones had been stilled. The Queen was also the team electronics expert. Boy.” said Finn. He tried several times to Mother sang her answer: the Song of Before she could answer, more crac- make contact with the robot over the Revenge. The rapid vibrations over- kling static, along with the smell of burned skimmer communicator, then said, “That’s whelmed the alien’s weaker song. The plastic, came from from the now-immobile funny, he doesn’t answer.” Horde seethed with rage. robot. “You can try again later,” Mikela said. “The All-American Boy needs some “I must contact Command on the Aqua- Mikela staggered from her room with work, too,” Finn said, examining the de- rius and report.” She tried to make con- glazed eyes. The men waited for her to vice. He inspected the charred circuitry tact with the starship, but the communi- speak. She slumped down at the dining and microchips that controlled the ro- cator only crackled with static. table, and Gent poured her a drink from a bot, spotting a tiny piece of silver out of “Oh, downbeat,” Gent said, “we’re be- pitcher of ice water. “I couldn’t reach the place. “Here’s the villain that made a ing attacked by monsters and no one Aquarius. Maybe the pilot isn’t a ‘Scend- thief and a crazy boy out of our friend.” answers the phone at headquarters.” ; I couldn’t tell.” She took another sip Finn held up a tiny screw. “Shorted out “We’ll try from comm center at the of water. Finn could see that something some circuitry, and some of the chips dome,” Finn said. “More power.” else was worrying his crewchief. probably need to be replaced, Mikela.” “And if that doesn’t work, there may be “Mikela, what — ?” She nodded, already immersed in re- another way. The Aquarius pilot . . .” Mik- She stopped his question by holding pairing the communicator. “I’ll get to him ela’s voice trailed off. up her hand. “I felt myself drawn back to next.” Finn glanced at the crewchief. She the shot point. I concentrated on that Finn checked the detonator in his oth- was touching the black star on her cheek. feeling.” She paused again, taking another er hand. “What’s this for, Shig?” Realizing her intent, he asked, “What will drink, her eyes clearing but her face “It’s a detonator for one of the big CO2 you need when we reach camp?” showing deep concern. “I reached a bombs for shot-hole fires.” “Quiet,” she whispered. presence of authority . . . feminine . . . a “Jesus Christ!” Gent shouted, point- They landed at the geodesic dome a queen. Anyhow, an intelligent being. ing at the doorway. A wasp flew in, ap- few minutes later, the wasps left far be- She seemed full of fear, hate, and confu- parently after tracking the All-American hind. Finn and Gent carried the sleeping sion, mistaking my contact as a song Boy back to the base camp. Gent grabbed Shig to his hammock, as Mikela tried from the past, a plea from an enemy. I the pitcher of ice water to protect himself central comm. The two passed her as requested peace. She rejected the re- as the wasp swooped. He ducked, push- she went to her sleeping cubicle, shak- quest. Apparently our shot violated the ing the pitcher through the creature. The ing her head. sacred nesting place, killing many young wasp wobbled in the air in a stunned “No luck, I guess,” Finn said to the wasps.” manner, its phorphorescence dulled to a driller. “An intelligent creature?” Finn was faint glimmer. Gent rubbed the vein near his eye. amazed. For a second, Gent stared at the un- “What the hell were them yellow things, Shig, looking none the worse for wear, likely weapon in his hand, mumbling, Finn? Besides scary, I mean.” had rejoined the crew. “Ice water?” Then he cried, “Ice water!” Finn shrugged. “Yes,” Mikela answered Finn, “but she and chased the mist wasp outside, trying “We must have stirred up their nest at completely rejected my plea. I felt an un- to poke it with the pitcher. the shot point.” reasonable hate . . .” Her voice trailed off He’s right, Finn thought, something Finn nodded absently, sitting down at as she silently recalled her strange cold. We need to cool it off. Again he the comm console. “Well, right now we communication with the queen. looked at the detonator he held . . . CO2 . . . need to figure out a defense.” Goosebumps rose on the back of Finn’s The fire extinguisher packs! Running “Uh-huh,” Gent agreed, “but how do neck. Intelligent mist wasps, angry for outside, he grabbed up a CO2 backpack you do that against something like a revenge. He swallowed and asked Mike- and gun from the nearest skimmer, 30 March 1982 Dragon shouting to Gent, ‘Come on, this is bet- As they loaded equipment, Gent ex- will blow in eight minutes.” They turned ter.” He slipped on the CO2 pack, amined the safeties, threads, and time and started running for the skimmer fifty stretched the kinks from the feed hose, fuse on the recovered detonator. Satis- meters away. and clicked off the handgun safety. fied, he screwed the cone into the base Finn felt a sledgehammer slam into his Gent hurried to Finn’s side. The mist of a CO2 canister. “Okay, let’s blast that back just below his backpack. Out of wasp had regained its bearings, and, af- wasp queen.” breath, he sagged to his knees. Pain — ter building back its intense glow, it dove For some reason, Finn remembered his back was on fire. His vision blurred as at the two skitterbuggers. Finn aimed the another creature that had been blasted he gasped for air. He blinked, fighting funnel-shaped barrel of the gun and to extinction in the twenty-first century down the nausea . . . squeezed the trigger. Whoosh. A cloud — a marine mammal on Earth, also an Gent had caught up and quickly re- of icy smoke engulfed the wasp. As Finn intelligent creature. He had forgotten its moved Finn’s backpack. Shig fired short name, but in his mind he pictured one of and Gent watched, the creature con- bursts of CO2 over their heads, keeping densed into yellow droplets and fell to the huge animals - about the size and the wasps at bay. Finn blinked and the desert floor. shape of a shuttlecraft. He pushed the squinted at his watch. Time was running Shig and Mikela joined Finn and Gent image to the back of his mind as he ga- out. near a circle of wet sand — all that re- thered up the last extra CO2 backpack. “Okay, pal.” Gent had draped one of mained of the mist wasp. “Ready.” Finn’s arms over his shoulder. Together “Upbeat,” Gent whispered, as the last The three men mounted the skimmer they struggled to the skimmer. Gent of the yellow drops bubbled into the as Cyranus began to set. It would be dark spread Finn out and started the engine. sand. before they reached the shot point. Shig, bent over Finn, looked up and Glancing down at the CO2 gun in his As they skimmed to the target area, shouted, “Look out, Gent!” The big man hand, Finn felt a sharp twinge of remorse Gent armed the canister by pulling the fired and hit an attacking wasp at the last in his chest. God Almighty, he thought, safeties and activating the plunger that second. Droplets of condensed yellow realizing that he had killed a sentient fused the cone and canister together. All mist splattered over the skitterbuggers. that remained was to set the timer on the creature. What have I done? As the skimmer rose into the air, Finn’s fuse. “Ten minutes,” he decided aloud. After a long silence, Shig suggested thoughts swirled, the pain overwhelming “Yeah, we’re either in and out in ten min- an idea. “Suppose we drop one of my him. Time had run out. The explosion utes, or dead.” CO2 canisters down the shot hole?” was muffled, but Finn felt the shock Finn looked ahead. Cyranus had set, “Now wait,” Finn said, shaking his wave, and the blast of cool night air re- and the dusk was alive with dancing yel- head. “Self defense is one thing, but the vived him. Handbook prohibits offensive action low lights. A dozen wasp sentries, he “You’ll be okay,” Shig said, holding up against an intelligent species without thought, wondering how many remained the empty syringe, “in a few minutes.” Command approval.” underground. “They look like huge fire- Mikela said, “You may be right techni- flies.” Finn nodded his gratitude, already cally, but we are unable to communicate Gent snorted. “Yeah, deadly fireflies.” feeling drowsy. He stared back at the with Command . . . a special situation. I Finn manuevered the vehicle down shot point, a strange sensation in his think the important point is the degree of about fifty meters from the shot point, head — almost like a tuning fork vibrat- danger we face.” parking behind one of the stunted trees, ing inside his skull . . . “That’s right,” Gent agreed. “It’s not in hoping the wasps hadn’t spotted them. the Handbook, nothing about mist wasps. For a moment the three skitterbuggers The Horde was hurt badly, dissolving. We don’t know how many are down that sat motionless, steeling themselves for The Song of Suffering vibrated weak/y. hole or what. I say bomb ‘em.” the dangerous task. The great Queen Mother felt despair. “Just a minute,” Finn said, holding up Finally, Gent depressed the button on She called on instinct to save the rem- his hands. “At least let’s try to recontact the fuse, activating the ten-minute nants of the once mighty Horde. The an- the queen. Mikela . . .?” countdown. “Let’s go,” he whispered, cient time . . . the time of many hordes . . . She shrugged, then touched the tiny cradling the canister and leading the the time of growth and split . . . the time cheek tatto and nodded. “I’ll try.” She sat way. when the Queen Mother had been a new at the dining table, closed her eyes, and Shig and Finn followed, each wearing one, leaving her old horde . . . Swarm! It was a song she had almost forgotten: The seemed to be go into a trance. a CO2 backpack as a weapon. They were The men waited and watched. within five meters of the hole before the Song to Swarm. She vibrated, and the Several moments later, the crewchief first guard sensed them and swooped Horde shared the feeling of hope. Swarm, stirred. Her eyelids flickered, she breathed to attack. They dodged the diving wasp and away . . . in deeply, and was awake. After a drink and hurried to the hole. of water, she shook her head. “Nothing. At the caved-in shot point, Gent picked The hum diminished. Finn saw the The wasp queen will not respond. She up a loading rod. He pulled back the shot point erupt like a volcano, spewing sees us as enemies.” Looking at Finn, spring device, attached the canister, and a great ball of glowing mist, hurtling it she added, ‘She represents a true danger, jammed it into the hole. Releasing the starward. The ball was shaped like a shuttlecraft, outdistancing a few trailing and I think we should vote on Shig’s idea. spring, Gent propelled the CO2 bomb Finn?” down the shot hole. luminous specks — individual wasps — Reluctantly, Finn nodded. He had to Two wasps dove in tandem. leaving them in its wake. Those left agree to a ballot, but . . . Shig sprayed them both, spotting a flared briefly, then snuffed out. The vote was three to one in favor of movement from the corner of his eye. The shape of the swarm reminded Finn of the old Earth marine mammal detonating a CO2 canister at the shot “Finn, behind you!” Finn twisted and point. fired as the creature swerved away. An- —whale! Watching the mist wasp swarm After a few minutes, the crew had other guard swooped in low at knee level disappear, Finn wondered where their shaped a plan. Mikela would stay and and disappeared in a cloud of icy smoke queen would lead them? To the stars? To where the whales had gone? work on the communicator, attempting from the CO2 gun. to reach Command as soon as possible. The night was lit brighter than day by “Good luck,” he murmured, suddenly Shig, nursing his tender hand, would the wasp guards. feeling weary. He closed his eyes as the help Gent do ordinance work. Finn would “Let’s get,” Gent said. “The hole is skimmer sped to the safety of the base drive and provide guard support. loaded,” He glanced at his watch, “and camp. 31 Dragon Vol. VI, No. 9

(Editor’s note: Fiction sometimes makes a good background for gaming, and so it is with “Skitterbugging,” the story you just read. We asked , an editor for the design and Translating development branch of TSR Hobbies, Inc., and an authority on the Traveller game system, to translate the characters, crea- tures, and equipment from Gene O’Neill’s story into Traveller skitterbuggers terms. So you want to be a skitterbugger? Take your pick....) The skitterbuggers, members of an astro-geophysical survey into Traveller team, don’t fit into any one Traveller profession. They probably work for a branch of the Scout Service, but any GMs wanting to use them in a campaign will have to design their own service by Steve Winter tables.

Crew members

Finn M’Cormac 778978 Age 26 2 terms Air/raft-1, Electronics-1, Liaison-1, Jack-o-Trades-1

FINN M’CORMAC Gent Jackson MIKELA LUCCHESI 978785 Age 30 3 terms Carousing-1, Electronics-1 Mechanical-3, Streetwise-1

Mikela Lucchesi 6789A8 Age 30 3 terms Air/raft-1, Electronics-2, Leader-1, Prospecting-1 Psionics: level 7 telepath

Shigawaro Kenjo 898787 Age 26 2 terms GENT JACKSON Brawling-2, Demolitions-1 SHIGAWARO KENJO

Supporting cast Mist wasps are hive creatures. While in the hive, all the wasps merge into one amorphous creature. One cubic meter of this hive “plasma” can divide into about 40 wasps. Only the queen The All-American Boy is a light work robot built on a type II mother does not blend completely into the hive; it is a true chassis with legs. Its sensors approximate human senses, and individual with initiative and independent thought. include a short-range communicator and voice simulator. It has The queen mother is a level 5 telepath. All other mist wasps two light work arms capable of lifting 5 kg each. Its brain (tech are level 2 telepaths. When linked with its hive, the queen level 14) is programmed with the equivalent of Electronics-1 mother has an almost unlimited supply of psionic strength Mechanical-1 and Valet-1 Retail price is kCr 515. points. Attacking mist wasps heat themselves to a temperature of The skitterbuggers had some interesting items of equipment: about 250° C (430° F.). They attack from short range and cause CO2 backpack: 3 kg, 20 shots, Cr 100 (Cr 10 to recharge); tech 2D damage when they hit. An attack will hit on a roll of 5+, with level 8. This is a backpack fire extinguisher, effective against the following DMs: nothing/jack -0, mesh -1, cloth/reflec -3, electrical and most chemical fires. ablat/battle -5, evading -1, -Brawling skill. CO2 bomb: 5 kg, Cr 500, tech level 8. Under normal condi- Only extreme cold will affect a mist wasp. A shot of com- tions, these are useful only for putting out fires. If one is set off pressed CO2, compressed oxygen or any other extremely cold near a creature, treat it as a tech level 9 hand grenade. gas will kill one on a roll of 5+ (use the Group Hits by Shotguns Healjell: Can be smeared on small wounds to anesthetize and rule). A slightly cold object, like a pitcher of ice water, will drive disinfect. It also contains jellied Medical Slow drug to acceler- one away on a roll of 8+. ate healing. The wound will undergo 15 days of healing in 24 If faced with extinction, mist wasps can cross interstellar hours. A second dose must be applied if further healing is space at a speed of about one parsec every 50 years. They will required. Tech level 9; Cr 150/dose; Availability 7+. settle only on very old, geologically stable worlds. 32 March 1982 Dragon

33 Dragon Vol. VI, No. 9 Exonidas Spaceport A Traveller™ adventure

No spaceport can ever be said to be city on the continent was the Tatheur Dirla wears its great city (pop. 950,000) typical; these facilities have more indi- Great Port, a spaceport that was essen- like a crown. Now, With Theury continent viduality than many cities. When space- tially the property of the interstellar go- dead, Exonidas, with its huge spaceport, ports are under consideration, however, vernment (as is Exonidas); the loss was is the biggest city on the planet; the port Exonidas Spaceport on the planet Horl- resented, to say the least, by the go- is (by default) the center of all off-planet theur is among the better examples of a vernment’s leaders. activity of any importance. well-planned port adapting to unusual Horla continent escaped untouched Lying at the northern end of a long bay circumstances. by the weapons of the short but deadly on the Sea of Lamps, Exonidas Space- Horltheur is the third planet of the war. Its fifteen nations were shocked into port is actually the land-bound half of a main-sequence star Taledde, a rather dropping their own squabbles by what two-element port facility. The other half ordinary star of spectral class G3. (For a they monitored as it took place across is an orbiting structure whose path keeps graphic display of the system, see Figure the ocean. Right after the war all pro- it always over the longitude of Exonidas 4 on page 41.) Of the seven planets and gress, all business, all activity, on both City. Twice each planetary day, the High many asteroids orbiting Taledde, only the ruined continent and the still-rich Port is directly above the Down Port. The Horltheur is extensively settled. Coad, one, stopped. The world was numbed by orbit, at a constant altitude of 38,500 ki- its satellite, boasts a significant base, the disaster. Those in power knew that lometers, pulls the High Port around the however, and Donade and Corrade, two the full effects of the war were yet to be world at a velocity of 3.3 kilometers per Mars-like planets in an outer orbit, have felt. Within a couple of days, the realiza- second. The same orbit is a convenient permanent scientific colonies. There is a tion came that three billion people had parking spot for cargo and for ships. technologically advanced mining colony died, and tens of millions more were des- This is the orbit that the fleet in presence about the gas giant Colosse that slings tined to die as well unless a quick and now occupies, compressed liquid hydrogen toward efficient rescue effort was mounted. Horltheur. The Lesser Ring, similar to Into this hushed atmosphere came a FIGURE 1: EXONIDAS DOWN PORT the asteroid belt of Sol’s system but great fleet: one of the interstellar go- A: Spaceport Terminal. See Figure 2 slightly less dense, also is host to several vernment’s first-line Battleships, along for detailed description. standing colonies. with enough support craft to take on an B: Main Boost-Grid. The boost-grid is Horltheur is a world of average size, empire. The fleet was led by Grand Ad- the heart of any spaceport with the tech- composition, atmosphere, and hydro- miral Jennifer de la Noue. First on her nological base to support one. At older graphic percentage. It has good depos- agenda: Rescue the people who could ports, ships must land under their own its of most strategic minerals, and its in- be rescued, and save what could be power, relying upon pilot expertise to digenous life is richly varied, with beasts, saved. Second was the laying of blame, avoid mid-air collisions or dangerously birds, and sea creatures in orders of and third the job of determining what clumsy setdowns. Here, the boost-grid complexity up to, but not including, true changes needed to be made to punish can reach out with gravitic force and intelligence. those at fault and prevent a recurrence of either ease a ship to its landing pad or The UPP of A-866A78-F applies to this disaster. boost a ship from the ground into orbit. Horla, the smaller of the world’s two ma- With her was Adrian Redmond of the Using power from the main city power jor continents. The other continent, interstellar government’s Department of reactor (not in area of map), the boost- Theury, can best be described by the Commerce, aboard an electromagnetic grid can focus gravitic energy with mi- UPP of D-866500-0, having recently un- effects and communications ship that crometer precision. dergone a cataclysmic war. was a flying switchboard of tremendous The grid is composed of tungsten- By the time the planet’s technology capacity. His job was to find a way to steel rails 10 cm wide, set into the flat had advanced to the point where it could restore the economy of a world more surface of the landing field in a precisely destroy itself, each of the two continents than half destroyed. defined pattern. The energy conducted had fragmented into opposing nations Directly on the site of the ruined capi- along these rails is perfectly controlled with conflicting ideals. The crusading tal city of Tatheur, one of the Theury by the main computers in the Port Au- rose, and nations tried to impose nations now dead, de la Noue’s fleet set thority building. their solutions upon their neighbors. up Emergency City, a class D spaceport, Any ship of up to 7,500 tons that is Each of the Theuran nations was jealous to aid survivors and treat the wounded. capable of landing on the field can be and proud of its sovereign status, unwil- On the continent of Horla lies the na- lifted up into high orbit, or can be brought ling to unite; ultimately, they all found tion named Dirla, and within that the city down out of orbit and landed gently on equality in annihilation. of Exonidas, Dirla’s capital. The most the field. The point of focus can be Destroyed along with every important populous of the fifteen Horlan nations, moved by computer control in such a way as to take hold of objects as far as sixty degrees from the vertical line through the center of the grid; the range, or effective “reach,” is 50,000 kilometers. The main advantage of the boost-grid by Jeff Swycaffer is that the ship being boosted into orbit has no need to use its own drives, or 34 Dragon March 1982 Figure 1 Exonidas Down Port

35 Dragon Vol. VI, No. 9

indeed even to have a working drive. The E: Naval Base with military boost-grid. The city has many other such sites. grid can, for instance, boost prefabricat- This smaller but stronger grid is run off M: Hangars and Storage. The hangars ed sections of a larger ship up into orbit an independent power supply, as are all have the capacity to house two million to be assembled in weightlessness. In of the military installations at the space- tons of spacecraft and shuttles, plus general, the grid is used to lower shuttles port. This grid also has 100 channels, eight million tons of cargo. and small spacecraft that nevertheless and can boost loads totaling 10,000 tons N: Exonidas City. The city, its popula- do have a backup drive for use in case of at one time; despite this, the military tion temporarily (at least) swelled to grid failure. The boosting and lowering commander here prefers to, purchase more than one million by the influx of of cargo and passenger containers with- power from the city and use the larger, refugees, soldiers, and fortune seekers out drives is not considered safe enough public grid in Peacetime, because of the wrought by the war, is a nexus for com- to justify the economy of such a measure. greater computer power (hence, less munication and transportation of all The fuel saved by a ship using the grid chance of a crash) available to the civili- types; phones, electricity, and broadcast- instead of its own thrusters is on the an authority, ing facilities are among its strong points, order of one ton of fuel times the ship’s F: Scout Base with military boost-grid. as are all modes of ground, air, sea, and drive number times the ship’s mass in This grid is identical to the Navy’s grid. space transport. kilotons (but always a minimum savings Normally, a force of 30 Scouts is based due to use of the grid of one ton of fuel). here, most of which would be in high FIGURE 2: SPACEPORT TERMINAL Thus, a 5,000-ton ship using 2G drive to orbit at any given time. Currently, due to Although Figure 2 (facing page) only escape the world’s gravity would use ten the attention being paid this planet in its shows one level of the five-level building, tons of fuel, which could be saved by use unusual circumstances, 48 more Scouts the levels are all laid out in similar fa- of the boost-grid. are attached to the fleet in orbit; this base shion. Level 4 is the highest-class, with The grid has 100 channels, meaning supplies their needs as well. the most expensive shops and most that up to 100 ships can be simultane- G: Energy reactor. This reactor supp- competent businesses. (This is not to ously handled by the grid, so long as the lies emergency power to the entire space- say that Level 1, with the most approach- total tonnage being boosted does not port, and all power for the military bases. able and inexpensive places of business, exceed 7,500 tons. This multi-channel H: Fuel storage. Most of the fuel for is “low class.” Far from it.) capacity helps cut down the average planet-based energy production comes In Figure 2, general areas of interest waiting time for use of the grid. from the system’s gas giant, Colosse. It are labeled with letters, followed by a is skimmed, refined, and compressed in number which designates the level, un- The procedure for a small ship — a facilities in orbit about the gas giant, less all levels are laid out similarly with Scout, for example—taking off from the then shipped toward Horltheur in huge, respect to the function, in which case the grid would be as follows: After final ap- free-falling fuel canisters. At the High suffix “-all” is appended. Specific offi- proval for takeoff is received from the Port, this fuel is pumped into great fuel ces, shops, or other items of interest will Port Authority computers, the ship, under tankers which are lowered by the boost- be labeled with a number for reference, its own power, flies up from its current grid to the surface to be unloaded. The and a number to show the level. (See docking bay (location M, see text below) overall benefit seems marginal: roughly also Figure 8: A typical office suite.) until it is within the cone of the grid’s a thirty-five per cent savings in fuel, con- A-1: Main Entrance. The road loops effectiveness. At an altitude of about sidering what is gained and what is used close to the entrance, with automatic thirty meters, the gravitic focus of the to get it into storage. But multiplied by parking service in nearby underground boost-grid is aligned upon the ship, and the thousands of ships and tens of thou- garages. a gentle force begins to push it away sands of cargo shuttles that yearly visit B-1: Terminal services and customer from the planet, while the ship’s own the port, the savings are substantial. service counters. Ticketing and weigh-in maneuver drives are throttled back to an I: Fighter Base. While most of the in- is handled here. “idle” setting. The grid has the precision system Fighter strength is based at the C-1: Portmaster’s Representative. In to release the ship either into an escape High Port, this base has a portion of the effect, a high-class advertising agency orbit, any of a number of closed orbits, or spaceworthy Fighters and is also an Air- for the interstellar government. Maps, exactly into the orbit of the High Port. craft base. Currently, 200 Fighters and insurance, and miscellaneous services For more on the High Port and its own 700 Aircraft are based here. While space- can be had here. boost-grids, see below. worthy Fighters must be made to ma- Currently working out of this office, C: Airport and Heliport. This all-in-one neuver in vacuum, and to operate as well using a false name and papers, is Inspec- transportation center has an internation- in any atmosphere, aircraft, specifically tor General Robert Lawrence of the In- al airport, a national heliport, a train sta- high-performance jets, can be tailored to terstellar Port Authority. His mission is tion and a subway terminal. the planet’s air. The result is that many to investigate the feasibility of ending D: Headquarters and home location of Aircraft can outfight Fighters as long as the planet’s political independence by the 119th Heavy Marine Division. This the battle is limited to the lower atmos- absorbing it into the domain of the inter- division is a regular unit in the military of phere. This base was built with that fact stellar government. the interstellar government, and is based well in mind. D-all: Shops. Always within easy walk- here with the permission of the Dirlan J: Construction Yards. The yards here, ing distance in these areas are restau- nation. Although Dirla is the host nation with direct access onto the landing field rants, gift shops, services (barbers, in- to the Exonidas Spaceport, the port area and boost-grid, have a total construction formation booths, rest rooms), luggage, itself is considered to be legally a part of capacity of 6.8 million tons, limited pri- clothiers, jewelers and watchmakers, the interstellar government. Relations marily by the boost-grid’s capacity of pharmacies, travel agencies, stores for are cordial, and the right to base the div- 7,500 tons. The yards are generally in- sporting goods and supplies, military re- ision here was freely given by the Dirlan volved with building Scouts, Merchants, cruiting offices, and a large establish- government. The 119th supplies the and Colonial Cruisers for resale; larger ment belonging to the Travellers’ Aid spaceport with security personnel and ships are not generally under construc- Society. Several individual shops will be can provide riot-control troops if needed. tion at any given time. described below. See also the note on At this time, only one of the division’s K and L: Planetary Defense Sites. The area F below for details on room layouts. four regiments is based here; the other batteries of heavy lasers and rapid-fire E-1: The International Airport. This is three are working to clean up the dis- missile launchers based here are situat- one section of the transportation com- order on Theury continent. ed in heavily armored combat wells. plex described in area C on Figure 1. 36 March 1982 Dragon Figure 2 Spaceport Terminal

37 Dragon Vol. VI, No. 9

Activity in this area of the complex is The Port Authority computers are Thus, fallout over Horla continent has much less than normal, now with far roughly equivalent to three model/g-fib not been, and will not be, severe. Radia- fewer travel sites left on the planet. computers; their main purpose is to main- tion testers are popular items neverthe- F-all: Businesses and Offices. Ship- tain a clear and free airspace. less, and public awareness of health ha- ping brokers in abundance operate here, zards is high. as do resale brokers, importers, manu- Area 1-4: The offices of Dentos, Cahn, Area 6-1: Navy, Army, and Marine re- facturers, shipping line headquarters, and Cahn, shipping and resale brokers. cruiting. Situated near the Portmaster’s and mercantile guilds. For Traveller purposes this is a +4 brok- representative, this is the sanctioned re- Note: the divisions and lines shown on er. Approaching a clerk of this office with cruiting effort of the interstellar govern- the map are those between larger sec- even a hint of an unsavory or illegal deal ment. Policy dictates that recruits be tions of rooms; the walls portrayed are is to invite immediate report and arrest. trained on a planet other than their home the permanent, load-bearing walls. Each The brokers here have an almost uncan- world, but in this time of troubles, few of the “rooms” shown in Figure 2 is actu- ny reputation for being unbribable, in- recruits care to leave home. Even in spite ally a suite of rooms or shops. The aver- corruptible, and, in business dealings, of this, the station is pulling in its quota age business-office suite will be of this savage. of man and womanpower. configuration: Entrance is through a Area 2-2: S. Grimaldi, shipping and re- Area 7-1: Bank of Exonidas. An inter- large, lockable plate-glass door, either a sale broker. Equal to a +3 broker. Crimi- stellar exchange bank, fully integrated swinging or a sliding type. Reception nals might find a warmer reception here with the computers that run banking areas, work areas, and conference cubi- than at Dentos, Cahn, and Cahn, but be throughout the sector, the Bank of Exon- cles might be separated by small, flimsy warned: S. Grimaldi will play both sides idas can convert currency, make loans, screens, while file rooms, computer of any fence. If reselling hot cargo turns prepare stock portfolios, collect forfei- rooms, and meeting rooms might be se- out to be unprofitable, blackmailing the tures, and in general take care of just parated by more permanent walls (which seller might not be. about any financial needs of travellers do not show on the floor plan). The Scattered throughout the terminal are and businessmen. The bank is protected floors are quite thick, made of perma- +2 and +1 brokers of any stripe, from by a system similar to a spaceship’s anti- crete and reinforced with structural steel. struggling and honest to filthy rich and hijack program; further, at any given The ceilings; however, are often mere totally criminal. time there will be two Marines of the panels of decorative material at a height Area 3-1: In a visible spot stands the 119th keeping a somewhat alert eye on of 2½ to 3 meters, somewhat lower than recruiting booth of the Turga Lancers, a the doorway. the full 4-meter height of the main ceiling mercenary regiment active on this world. Area 8-4: Wrokla’s Port Best. This res- that is the floor of the next higher level. The Lancers are carving out a fledgling taurant is an offshoot of Wrokla’s Down- The hollow space between the ceilings is empire in the ruins of Theury continent, town, which itself makes a plausible often filled with piping, wiring, and air- across the ocean; the appeal of so much claim to be the best restaurant in the city. conditioning conduits. untenanted real estate was too much to Although this place endeavors to cater (Several years ago, noted criminal Ec- be resisted. As much as the interstellar to the better class of people, it is man- chel Anstove escaped capture by cra- government and the Portmaster resent aged by a man, Hill Darsen, who knows wling through such a space with enough such an operation, no laws are being vio- that most spaceport travellers are not silence and dexterity to avoid his pursuit. lated, and thus Commissioner Munrow rich. Thus, to avoid a very unpleasant The feat was unknowingly duplicated by is unable to legally evict the Lancers’ meal, a diner intending to patronize this the then-hunted Navy Captain Athalos recruiters. spot must have a minimum social level of Steldan on the world Chirkun.) Area 4-1: Drake’s Slashers, another 9. This is better than Wrokla’s Down- G-all: Open Area. On the second mercenary regiment, has a recruiting town, where even to be admitted to the through fifth levels, the area inside the booth here. The Slashers, unlike the foyer requires a social level of 11. A meal circle of dashes is open to the first level. Turga Lancers, are building their empire here for two, including tipping and other On the first level is a planted area, styled on a foundation of good will. Where the required gratuities, will cost upwards of as an indoor garden. Lancers, a heliborne unit, are conquer- 100 credits. H-1: Security Gate. Tended at all times ing wherever they can, the Slashers, a Area 9-1: Traveller’s Aid Society Out- by a small but efficient 119th Division heavy armor unit, have mobilized in what post. The main Traveller’s Aid Society Marine detachment, this gate has a very is basically a rescue mission, bringing station was destroyed with Tatheur secure weapons detector. food, supplies, medicines and medical Spaceport in the war. The station here is l-all: Observation Area. On the first aid, and most importantly order, to the working hard to gain the rich reputation level, this is an open waiting area where survivors of the war on Theury. In ex- the Theuran station once enjoyed. passengers prepare for imminent depar- change for the relief the Slashers bring, Twice-hourly tram service is made ture. On higher levels this area is an ex- the survivors are all too glad to legally available to the better hotels in the city, tension of the shopping promenade, with cede great estates of land that are cur- for those who are staying for some time; an observation deck overlooking the rently useless to them in any case. for the casual passenger, stopping here boost-grid. Whether or not these contracts bear the only for a connection, good-quality J-1-3: Port Authority Building. Space- force of law is an issue the Slashers feel meals are dispensed, and a waiting port Authority Kevin Munrow, and his will be decided in their favor by their lounge is provided away from the noise flight controllers, computers, radio traf- prowling hovertanks. of normal traffic. A travel agency is fic controllers, and other staff are here. See Figure 9 (on page 48) for the cur- based here, staffed by experts who are The Port Authority (or, technically, rent zones of operation of these and oth- easily capable of helping travellers sched- Commissioner of the Port) is a member er military units. ule their routes most efficiently. Ticket- of the Commerce Department, and there- Area 5-2: Hansen’s Supplies Store. ing can be prearranged here also, as can fore subordinate to Adrian Redmond. Respirator helmets, air tanks, filters, luggage check-through and most pass- From working with the local planetary masks, and all other manner of survival port requirements. authorities as long as he has, Portmaster gear is for sale here. Atmosphere testers Although the Traveller’s Aid Society Munrow has developed a great deal of and fallout detectors are popular items deals mostly with members of the Socie- respect for Dirlan policies. He does not these days. The Theury war was fought ty, non-members may benefit from the favor forcing the world into subservience with heavy, high-explosive warheads, services offered, at prices that are actual- to the interste!lar government. very few of which were thermonuclear. ly reasonable. How the higher-ups of the

38 March 1982 Dragon Figure 3 Exonidas High Port

39 Dragon Vol. VI, No. 9

Society can consistently manage to bring “You may not have noticed, but the A: Accelerator Terminus. This facility good to excellent services to the public last ship that left, just as we were coming sends unmanned cargo containers at at comfortable prices has ever been a in, was in a tearing hurry, and his identi- high velocity outward into minimum- mystery; the policy is very well received. fication transponders weren’t working.” energy transfer orbits, providing the main Area 10-3: Susato, Morely, and Dow- Who but a pilot would have noticed? source of supplies and expendables for land Legal Services. This law office, re- Area 14-1: First aid station. Treatment the five major bases in the system other cuperating from an unfortunate incident is available here for the many little things than Horltheur itself. in which a live grenade was tossed that plague travellers: nausea, overstress, B: Fuel Storage and Power Plant. Fuel through the doors, is perhaps the planet’s headaches, and so on. coming in from the gas giant Colosse is leading firm for dealings in interstellar Area 15-2: Port Hospital. For things held here for eventual transshipment to law. Local law and criminal law cases will that no first aid station can be expected Horltheur, for use in refueling ships be- also be handled by the firm. to handle. Excellent medical care is dis- fore their departure from the system. Area 11-1: The Brass Beast. A wood- pensed here by trained Naval medical The fuel is sent from Colosse to the High paneled alehouse with a low ceiling, re- personnel. The fact that the medics here Port in great, unmanned cannisters producing the popular image of a rowdy are acting in an official capacity means which are then grappled by the High hotspot of an era long past. Few things in that if a character comes in suffering Port’s gravitic boost-grids and unloaded. the “inn” are beyond tech level 2, and the from bullet wounds, for example, the fact C: Main Port Building. Located here things that are — the soundproofing, the will be reported, and the character will are the offices and apartments of the beer coolers, and the splat-gun hidden likely be interviewed by the police, or by many permanent residents of the High beneath the bar — are well out of sight. port officials. Given a choice between Port. The platforms extending from the Managed with precise absurdity by a crawling off somewhere to die and giv- central sphere are landing decks for well trained pair of anachronists, the ing oneself up in order to receive treat- such ships that can land; these decks are spot’s rare dull moments are relieved by ment, most people will choose the latter oriented by small gravitic generators, so staged fights between trained duelists, course. Some, however, will try to reach that small ships landing on any of the whose choreographed swordfights take a civilian hospital away from the space- many platforms are held firmly “down” them from the fireplace to the kitchen port to minimize the ramifications. Some toward the main body of the port with an and back, noisily but with no damage people even know of outlaw doctors in even 1 G acceleration. Ships that cannot done. the city who work for organized crime. be landed on a planet Iikewise cannot be Area 12-2: Offices of Birkenlines Inter- The port hospital has a special area landed on these platforms. However, stellar Shipping. Characters seeking em- staffed with experts on burn medicine, a several of the platforms are landing- ployment will find it at the following pro- necessary specialization considering shuttle bases, with a quick enough cycle babilities: Roll two six-sided dice. If the how flammable spaceship fuel is. Cur- of takeoffs and landings to comfortably result listed below is achieved, employ- rently this department is desperately ferry the passengers and cargo of, for ment is offered immediately. If the result understaffed, since all doctors and med- instance, a Liner, to the world below with is one or two less than the minimum ics having any expertise in burn treat- minimal delay. The main port facility needed, will be available in ment are working desperately at Emer- here has no shopping complex, and very that many months. Required rolls are: gency City to save survivors of the war. little hotel space; the High Port is primar- Pilot 7+; Navigator 7+; Engineer 6+; Ste- Area 16-1: Computer and traffic con- ily a working port. ward 6+; Medic 8+; Gunner 9+. Die Modi- trol center. Here the massive computers Some of the facilities to be found in the fiers: +1 for every level of expertise above control the multi-channeled boost-grid. Main Port Building; but not shown indi- level 1. The machines are constantly alert for vidually on the map, are: In general, when using the above me- fluctuations in the titanic gravitic forces C-1 The Manufacturing Alley. Here, in thod of hiring on, the higher the two-dice constantly being re-focused. There is a an area of zero gravity, with industrial roll, the better the position obtained. For human backup for any computer sys- quality vacuum readily to hand, high- example, a roll of 7 for a pilot hiring on tem, for the very good reason that ma- tech manufacturing concerns have based might land him or her the position of chine failures are always possible. Safe- themselves, to manufacture and build backup pilot for a Subsidized Trader, ty is uppermost in the minds of the area’s everything from ball bearings to preci- while a roll of 16 (assuming the pilot had personnel, and the first consideration of sion microelectronics to made-to-order at least Pilot-5 skill) might mean the job the computers’ programming. microorganisms. of chief pilot for a large luxury liner. As Although the High Port is, legally, en- always, the referee may choose to mod- FIGURE 3: EXONIDAS HIGH PORT tirely the property of the interstellar go- erate these results. The High Port is a 100-million-ton fa- vernment, it has been judged wise to rent Area 13-3: Pilots’ lounge. A private and cility quite removed in structure from manufacturing space to the corporations secluded gathering spot for pilots and any spaceship. Despite this, it can be of the planet below. The result is a profit navigators, where a quiet atmosphere is described in the terms of Traveller Book for everyone. The companies renting carefully cultivated. A discreet player 5, 1980 edition, as follows: space here are from everywhere on the character, having either pilot or naviga- planet, Horla and Theury alike. Since the tor skill, can sometimes find rumors here 1OO,OOO,OOO tons major population centers of Theury con- — rumors of the most productive and SW-Z400GJ4-00000Z-00000-L tinent are virtually dead, this now means rewarding sort. Too many people have Batteries 2 that some 50% of Theury’s wealth is tied the notion that a pilot is no more than a TL=15 up at the High Port, with the orbiting chauffeur, with no considerations be- Crew = 1400 factories suddenly having become entire yond the comfort of his or her pas- Fuel tankage = 10,000,000 tons corporations, rather than just branch of- sengers. But pilots are more than this, fices. The legal questions are still hang- and the popular illusion is resented. Who More than anything else, the High Port ing over everyone’s heads. has the best view of the planet during is an orbiting fuel tank where ships can C-2: The Portmaster’s Assistant’s Of- terminal approach? The pilot. Whose life refuel before Jump, without having to fice. Here, the Commissioner of the High depends upon keeping two eyes always carry that fuel down to the planet and Port, Donald Wensley, oversees the com- carefully open? The pilot. Whose job is it back up. Since Jump fuel usually com- plex operations of the port. He checks all to know exactly where he or she is at any poses a sizable percentage of a ship’s cargo handling, monitors traffic, and moment? The navigator . . . . mass, the overall savings are significant. maintains law and order, and provides a 40 March 1982 Dragon human backup for the all-important com- there is no weight to work against, even a puters that control the smaller boost- ship much larger than 10,000 tons can be grids. Fortunately for the irascible ex- pushed into place. . . slowly. Each grid’s Navy Pilot, he has a capable aide to han- reach is 5,000 kilometers, with a sharp dle public relations and to deal with dropoff in power beyond that range. Like complaints. Merely keeping the port op- the main boost-grid at the Down Port, erating smoothly takes up all of Wens- these grids are not limited to simple ley’s time, and most of his temper. pushing or pulling in the straight line C-3: Zero-Gravity Hospital. This has between them and their targets; trans- become the ideal place to treat burn vic- verse force can also be applied. tims, leprosy patients, and those suffer- The operation of these smaller grids is ing from damage to large muscles. Heal- as follows: A ship, either coming into the ing in zero-gravity is not much slower system from its in-jump or moving up than healing on a planet’s surface, and from the planet below, passes at low ve- the absence of hampering gravity and locity near the High Port. Guided by the weight is a godsend for suffering pa- gravitic equivalent of radar, whichever of tients. It would be possible, using gravit- the two grid-dishes is closer maneuvers ic neutralizers, to construct a zero-G itself until it points at the ship. Then (as- hospital or ward on the planet’s surface, suming the ship is to be docked at the and for extreme emergencies this is in- High Port) the dish swings slowly about, deed done. But the high cost of running towing the ship closer to the landing such neutralizers makes the High Port’s platforms at location C or location G hospital a better investment. (described below). As soon as the ship At this time, the hospital is virtually has been settled comfortably onto the overrun with burn victims from the war- platform, the dish swings back around to heads that fell on Theury continent just latch on to its next target. The same five weeks ago. It has been estimated procedure is used for capturing the in- that of all the people burned on that fiery frequent fuel canister shipments from day, less than five per cent ever received Colosse; the canisters, massing 150,000 any treatment. Since burns, when left tons, once slowed, are maneuvered to untreated, are more deadly than nearly location B. any other injury, this means that about These grids can be used for pushing ninety per cent of those burned that day objects away, as well as for pulling tar- who might have been saved have already gets in; this explains the two batteries of died. This is, of course, a drop in the Repulsors-Z listed in the USP above. Mil- bucket when compared to the 2.8 billion itarily, these are of questionable value in people who died within minutes of the a fight, but the High Port was never de- falling of the first bombs. signed as a fighting port. C-4: The Research Alley. High-energy E: Solar Power Relay. Aimed always at research in weightless conditions has one of three receiving stations on the been an ongoing concern of the High world below, this facility beams solar Port since its dedication. The sub-quan- power that is collected from five large, tum labs here are most heavily involved sail-like reflective mirrors (not shown) in with duplication of other labs’ experi- an orbit parallel to the High Port’s. ments, for validation purposes; little tru- F: Weapons Station, and Scout and ly original research is done here. The Fighter Base. In truth, the High Port is same is true for the jump-technology not capable of defending itself. The heavy labs and the meson-gun experimental lasers and missile bays mounted here station; testing the claims of more ad- are a meager defense at best. The Scout vanced research is the order of the day. and Fighter fleets based here go only so D: Gravitic Boost-Grids. Like the main far to make up the gap. As just menti- boost-grid at the Down Port, these are oned, the High Port was never designed used for the landings and takeoffs of with warfare in mind, at least not as a spacecraft, and of the unmanned canis- primary concern. This small installation ters that this port handles. Unlike the is somewhat of an afterthought. Down Port’s, these grids are tightly fo- G: Landing Platforms. Similar to the cused by their dish antennae, have only platforms at C, above, these grids are one channel, and maneuver the point of used more for cargo than for passengers. focus by rotating and elevating of the H: The Battleship Fair Phyllis, for scale dishes themselves. comparison. Ships too big to be landed These grids are distinctly less power- on either the planet or the platforms of ful than the main grid below, since there the High Port can hang in orbit parallel to is no gravity to be overcome, and they the port, tended by shuttles. This is how have a more sharply limited range. Each large ships are constructed; there is no of these grids can exert a push or pull of “drydock” as such. When a ship too large 100,000,000 Newtons — which means to be handled by the Down Port is to be that a ship of 10,000 tons could be built, its pieces are boosted into the High pushed or pulled at an acceleration of Port’s orbit and assembled. Indeed, this 1G, or a 1,000-ton ship at 10G. Since is how the High Port itself was built.

41 Dragon Vol. VI, No. 9

Commander Charles Denis Figure 5 Chain of command 9A88A9, age 34 Sent to Theury continent directly on the heels of the war, Commander Denis had the assignment directly from Cap- tain Wren to bury the dead, treat the in- jured, aid the survivors, enforce order, put out the forest fires, and get food to the people starving in the hinterlands. That the commander has succeeded at all is amazing; that he has succeeded well is little short of miraculous. Working out of Emergency City, little more than a tent town built around a makeshift Type D Spaceport (See Figure 7), he has es- tablished a system of advance camps that distribute medical supplies, and has put people to other work than fighting.

Major General Danielle Avin B9D999, age 38 Using the mobile elements of the 119th Heavy Marines, she has stopped the outbreak of violence across the waste- lands of Theury continent, sometimes without firing a shot. The interstellar Ma- rines have long enjoyed a reputation for invincibility; no would-be bandit chief- tain could stand against them, and few would try. General Avin leads her troops with a personal touch that is respected and admired, overseeing every aspect of the subdivisional operation with untiring attention. In areas she has pacified, no one has dared to renew the fighting.

Lieutenant General Roland Baker 687989, age 46 When the great battleship Fair Phyllis dropped out of jumpspace, the first peo- ple from its fleet to set foot on Horltheur were the 4427th Marines, and first among Thumbnail sketches them was General Baker. This has been Grand Admiral Jennifer de la Noue the first operation in the Division’s histo- 667BF9; age 42 the degree of danger in the old fleet or- ry when the order of the day was to keep The youngest-ever Grand Admiral of ganization. Steldan’s greatest coup was peace, suppress banditry, and help ferry the Navy, de la Noue has risen to the top to rescue Grand Admiral Rothar Sienne casualties of someone else’s war to safe- through the vacancies left by her super- from six years’ captivity, when all others ty. General Baker has adapted fairly well. iors, who either died in the disaster at thought the old war dead. Proud of being “a soldier, not a police- First Binary or were forced to resign after man,” his operations have been perhaps the cover-ups of Second Binary. De la Captain Alexis Wren carried out with too much of a show of Noue has survived primarily by being 89A999, age 34 strength. Advised by his staff against uncorrupt and ‘incorruptible. She passed Of good record and unimpeachable such overreactions as softening up target through the recent ethics investigations reputation, Captain Wren’s top achieve- zones with artillery, air strikes, or orbital of the higher ranks with an absolutely ment seems to be the remarkable speed bombardment, he has swallowed his untarnished record. with which he reacted to the Theuran pride and proven himself quite a police- war. By the time his orbital satellites man indeed. Commodore Athalos Steldan warned him of the missiles, there was 687BB9, age 38 nothing he could do to prevent the death Adrian Redmond Although Steldan has a slightly more of a continent. Singlehandedly, howev- 596DF9, age 50 scandalous service record than is usual er, he kept the war from crossing the sea Aboard his complex command post of for his rank, including one unprecedent- to Horla continent. His Fighter command a spaceship, Redmond is here as a rep- ed case of flight from prosecution, the intercepted and destroyed the very few resentative of the Commerce Department facts have always served to acquit him. intercontinental missiles launched — of the interstellar government. Wars dis- He seems to attract misunderstandings which seemed to have been fired for no rupt commerce almost as much as they from his superior, the Grand Admiral, in better reason than to leave no survivors disrupt human life; Redmond’s job is to direct relation to his frequent — some at all, neutrals or not — and his desper- do what he can to restore economic would say regular — breakthroughs and ate videophone diplomacy with the lead- order. The peculiarities of the world successes in his field. If he appeared to ers of the Horlan nations quieted their Horltheur — its independent status and have sparked the abortive mutiny of two fears thoroughly enough to prevent an fierce nationalistic pride, its high taxes years past, the fracas clearly revealed outbreak on that continent. and great armies — brought about a 42 March 1982 Dragon Figure 6 The Fleet in Presence

43 Dragon Vol. VI, No. 9 Figure 6: The Fleet in Presence

Battleship: Fair Phyllis Hospital ships: Barber, Diezette, Remedy, 1,OOO,OOO tons BB-Y3336J4-F09909-90009-W Haven, First Assist, Health, Tinct, Salve Batteries bearing 400 100 400 30,000 tons AH-M3334J3-000200-0 Batteries 800 200 800 TL=15 TL=15 Crew = 950 Crew = 38,000 Agility = 0 Agility = 3 Electromagnetic Effects/Communications Ship: Graphein Heavy Cruisers: Cator, Dynamme, Forodh, 9,000 tons NL-J3336J3-200000-00000-0 Horor, Interpe, Flamme x8 75,000 tons CR-Q3336J3-F09909-90009-3 Batteries bearing 45 10 45 TL=15 Batteries 60 15 60 Crew = 400 Agility = 3 TL=15 Crew = 700 Fuel Tankers: x Agility = 3 40,000 tons A0-N5334C3-400700-00000-0

Light Cruisers: Desideriche, Todanga, Todega, Okemo, TL=13 Lusederiche, Posata, Dand, Rung, Crusedereche Crew = 250 20,000 tons CL-L3336J3-F09909-90009-0 Agility = 0 Batteries bearing 15 4 15 Batteries 16 4 16 Destroyers: x23 2,000 tons DD-B333CJ2-F07609-90009-0 TL=15 Batteries bearing 31 1 Crew = 450 Batteries 31 1 Agility = 3 TL=15 Fighters: 300 aboard the Fair Phyllis and Crew = 45 30 aboard each of the heavy cruisers Agility = 3 25 tons FF-0106Y31-000000-40000-0 Batteries bearing 1 Scouts: x48 Batteries 1 100 tons S-13339R1-000000-40000-0 Batteries bearing 1 TL=15 Batteries 1 Crew = 1 TL=13 Agility = 6 Crew = 1 Agility = 3

state of confusion when the war hit. Even Most of the shuttles transporting mate- thority wields more behind-the-scenes though no more bombs will fail, the un- rial from orbit to ground, from ground to power than do either de la Noue or Red- touched areas will be hit with economic orbit, and from one orbit to another, have mond, while technically subordinate to dislocations that only a master hand can come from his port; when the space- the latter. minimize. No one has ever denied that hands of de la Noue’s fleet take a break Lawrence’s responsibility is to investi- Adrian Redmond is a master hand. from duty, they take it at his port. His gate, tactfully, whether or not it would be other duties cannot be forgotten either, a good idea for the interstellar govern- Kevin Munrow leaving him busy with some problem or ment to quash Horltheur’s independence 768899, age 30 other for thirty hours out of every twenty- and incorporate the planet. How is one As Portmaster, Munrow has the duty four-hour day. If one of his lieutenants is to investigate an issue of such sensitivity to aid his superior, Redmond, in any way foolish enough to volunteer to take over without causing repercussions? Law- he might. For five weeks now, since the some trivial chore, Wensley has plenty of rence manages. He is to be a field agent war, flights have been coming and going energy to curse the fellow up and down. for Redmond, without anyone knowing via the international airport to and from Since these emotional outbursts seem to it. When neither one’s employer nor Theury, carrying volunteers, supplies, relax Wensley, his staff somehow man- one’s contacts know whom is being dealt and other aid. Since Redmond’s arrival, ages to provoke one every ten hours or with, how can results be achieved? Law- the additional use of the Spaceport has so. Work gets done much more efficient- rence manages. And when one is himself been called upon, and it has been Mun- ly because of this, and so everyone is such a contradiction, how can he recon- row’s job to keep it running smoothly as happy. cile himself to his somewhat distasteful a participant in the rescue/recovery with- mission? Lawrence manages. Perhaps out interrupting its other, usual duties. Robert Lawrence Redmond is better off not knowing just ABAA99, age 34 how. Donald Wensley Paradox: A loud-voiced, thick, tall man, 7F6889, age 34 with an aggressive manner of conversa- FIGURE 7: EMERGENCY CITY This grouchy ex-pilot is in charge of tion, who is actually of a retiring disposi- A: Water Desalinization and Power the High Port, and has been strained to tion when allowed to be, Inspector Gen- Reactor. This facility supplies 600 liters the limit taking care of de la Noue’s fleet. eral Lawrence of the Interstellar Port Au- of drinkable water per minute, and nine

44 March 1982 Dragon

per cent of the city’s electrical power. from suicide than wounds, this may well whole thing was kind of dumb, wasn’t The rest of the power comes from im- be true. it?” ported fuel. D: The Ruins. Extending for dozens of E: The Spaceport, class D. No boost- B: Hospitals. Like all the other hospi- miles to the north, the ruins of the old grid is installed here, nor terminal build- tals on the planet, these are filled to over- city are perhaps the prime cause of these ing, shops, construction yards, or ware- flowing, primarily with burn victims. suicides. Beyond the horizon, occupy- houses Ships must take off and land on Treatment has been effective, however; ing the entire northern aspect of Emer- their own power, and must share the very few patients have been lost after gency City, the blackened hectares pre- runway strips with normal aircraft that being hospitalized. sent one of the most memorable and fly in regularly from Horla continent. C: Tent City. The city proper. Plumb- horrifying vistas conceivable. The top- Spaced around the flattened and ce- ing, drainage, and heating are all sup- pled buildings all lean to the south, away mented field are landing-signal towers, plied from prefabricated units shipped from the impact point of the nearest of so that ships may land by instrument here by cargo carrier and set up virtually the seventeen bombs that hit this once- during the city’s frequent thick fogs. overnight. Living is as comfortable here city. Black, gritty dust constantly drifts F: Headquarters. From here Com- as might be expected, with little in the to the east, a thin veil against the sun. mander Charles Denis oversees the way of luxuries, but with all subsistence A short distance into the ruins, some operation of the city, as well as activities needs cared for. Currently, some 7,600 survivors have erected a small monu- around the continent. There are five people inhabit the “city”; of these, only ment, built of stones salvaged from the computer model/1’s here, some radio 280 are Navy and Marine personnel. Vir- toppled buildings and covered with ce- equipment, and little else. Contact is tually every citizen of the city is single, ment. No one had the means to cast a maintained with the advance camps and the only survivor of his or her family. bronze plaque, so the legend was scrawl- spread over the continent from this head- Only luck has allowed them to live; the ed into the wet cement, which then har- quarters, and with the orbiting fleet. For psychological injuries treated here are dened, leaving the inscription perman- its part, the fleet sends down updated very nearly as deadly as the physical ent. The words are a quote from an ano- orbital photographs of weather patterns ones — or, say some doctors, more nymous survivor, who was heard to ut- and of surviving settlements. deadly. Since more citizens here die ter, just before dying of his burns: “This G: Radio tower. Equipped to send and Figure 7 Emergency City

45 Dragon Vol. VI, No. 9 receive radio signals, and with the gravit- switching from being stubborn to being Navy ships because of the one-continent ic equivalent of radar, this tower is the reasonable, and at exactly the right mo- war below. Roll on subtable below. city’s link with the rest of the world. ment, he achieves amazing results. Ar- 7-8: Patrol. Roll on subtable below. nesco is not just the crank old price- 9-10: Subsidized Merchant. Roll on FIGURE 8: TYPICAL OFFICE SUITE gouger he lets himself appear to be, but a subtable below. A: Corridor. Each square is 1.5 meters crafty and successful businessman, self- 11-12: Yacht. Roll on subtable below. on a side. trained, poorly educated, and, if the truth B: Offices. be said, just a little bit brilliant. For eight Free Trader subtable C: Entrance to Torman and Son, ex- months now, he has secretly been train- 2-3: Smuggler cess stock liquidators. The firm is a ing a more loyal replacement for the in- 4-8: Legitimate struggling concern, equivalent to a +1 sidious Hjalmar Tar, so that when the 9-10: Forged papers broker. No one can quite tell if the Tor- time comes, the disloyal clerk will unex- 11-12: Forged papers/smuggler/refe- mans are honest businessmen or not, pectedly find himself unemployed. That, ree’s choice although their twice-yearly audit never he congratulates himself, was easy. Now uncovers anything more suspicious than on to real work. Pirate subtable arithmetic errors. They don’t run a rich H: The junior clerks’ work area. some- 2-4: Scout firm, or a really successful one, but they one needs to draft the sales contracts 5: Yacht seem capable of handling the assign- into good legal formula; three junior 6-10: Cruiser ments people bring to them. In this area clerks take care of that necessary bit of 11: Roll twice, ignoring 11 or 12 of the office, the receptionists deal with drudgery. 12: Roll three times, ignoring 11 or 12 customers by phone, vid, or in person. I: Files Room. Somewhere in here, There is a waiting room, neither spa- filed where not even Arnesco Torman Patrol subtable cious nor comfortable, but Torman and could find it, is the first credit ever made 2-6: scout (x 1D6) Son are not usually so busy as to keep by the firm. The rest of the files are dupli- 7-10: Cruiser (x 1-2) customers waiting overlong. cates of such things as stock certificates, 11: Something heavier (ref’s choice) D: Work cubicle. Here, clerk Jan War- letters mailed out, letters received, con- 12: Roll twice, ignoring 12 ner makes his retreat, filing his personal tracts signed, and so on. The originals of papers and worksheets. A customer com- anything truly valuable are deposited Subsidized Merchant subtable ing into the offices with an assignment downtown at the main branch of the 2-4: Smuggler that didn’t require the personal attention Bank of Exonidas. 5-8: Legitimate of the Messrs. Torman would probably J: Hallway. This way to the restrooms. 9-11: Forged papers be shown in here to deal with Warner as a In this area are the commonplace things 12: Carrying inspector plus bodyguard representative of the company. Jan can to be found in any office: unopened squad; or, ref’s choice handle his routine, perhaps without im- boxes of forms, the copying machine, agination, perhaps without initiative, but and of course, the water cooler. Yacht subtable with something close to competence. K: The Computer. Only Hjalmar Tar 2: Kidnap victim E: Work cubicle. Similar to D (above), really knows how to use the computer 3-5: Smuggler this is the work space of Hjalmar Tar, —or so he thinks. Hjalmar gains prestige 6-11: Legitimate company senior clerk. Although he’d and pay bonuses for programming it, 12: Ref’s choice never admit it to anyone, Tar has every debugging it, kicking it when it crashes, hope of someday wresting control of the and tending it in general. Of course this In all cases, before radio contact is company from the younger Mr. Torman. takes some time away from his regular established, roll 2D6 for the other ship’s Tar’s every effort has gone into knowing duties, and some of the office staff have captain’s reaction, with 2 meaning overt more about how the company works come to look on him as a well trained hostility, 12 meaning genuine friendli- than either of his employers — so that, loafer. Hjalmar’s replacement, when the ness, and other results being shaded in on the long-awaited day when the senior surprise is finally sprung, knows more between. Modify these results due to the Mr. Torman dies, Tar will be the only one about this class of computer than Hjal- realistic mission of the encounter. A Pi- capable of keeping the company afloat. mar has any hope of learning. There is rate, rolling a 2, will attack, to board and F: Office of Richard Torman, the junior no justice. kill; rolling a 12, he might seek to entice partner. In general, Richard runs the of- L: Conference room. Since Torman the players into a partnership. A Patrol, fice while Arnesco Torman, his father and Son holds very few conferences, this on the other hand, would be limited to and the senior partner, runs the com- has turned into an unofficial storeroom, extremes of either firing a warning shot pany. There are phones to be answered, with boxes, bundles, and form verifiers. and boarding for inspection, or letting letters to be dictated, and clerks to be The table is nice, though, when it hasn’t the players pass without delay, while ra- harried. Richard keeps things running got junk piled a meter deep on top of it. dioing across a friendly and perhaps smoothly enough, not knowing that useful message. Hjalmar Tar, the senior clerk he hates Outer space encounters and is hated by, has already made him- Immediately upon breaking out of Down Port encounters self indispensable. Richard wouldn’t last Jumpspace, player characters’ ships Roll 1D6 twice, to give results from 11 ten days without Tar; when the proper have a great chance of having an orbital to 66, reading one die as tens and one as time comes, Tar intends for Richard to or insystem encounter. Roll 2D6 and digits. find that out. consult the following table. 11: Unexpected -2 on sale price of G: Office of Arnesco Torman, the se- 2: No encounter of note: Normal traffic cargo. nior partner. Privacy, more than any- about the system. 12: All the passengers you need. thing else, is to be found here. Arnesco’s 3-5: Free Trader. Roll on subtable 13: Ship’s weapons for sale at 5% dealings are almost always by video- below. discount. phone, where his aggressive personality 6: Pirate. Although the law level of this 14: Unexpected +3 on cargo resale. can most effectively be applied. Arnes- system as a whole is quite high, the im- 15: Cargo for sale: your choice of first co’s foes accuse him of browbeating mensity of the system makes the occa- digit on Trade table. customers and clients; in truth, his tac- sional grab for loot a feasible act — even 16: Cargo for sale: Your choice. tics go far beyond mere browbeating. By now, while the system is swarming with 21: Unexpected +1 on cargo resale. 46 March 1982 Dragon

22: Fuel at 75% normal cost. Figure 8 Typical office suite 23: Unexpected +2 on cargo resale. 24: Cargo for sale at -1 on price. 25: -10% on annual overhaul, good here only, any time in the next six months. 26: -30% on price of missiles/reloads. 31: Bargain in a shop or store (low value). 32: Bargain in a shop or store (low to average value). 33: Bargain in a shop or store (above average value on needed items). 34: Bargain in a shop or store (excel- lent value). 35: Rumor. 36: Rumor. 41: Favorable business offer; ref’s choice. 42: Rich passenger in need of quick passage. 43: Shipping delay. 44: Insult. 45: False accusation. 46: Papers served on your ship, pre- venting departure or loading. 51: Small bomb placed on your ship; 50% chance bomb threat called in. 52: Broker defaults, pocketing his fee. 53: Embarrassing fiasco with friendly natives and two marines. 54: You are mixed up with and impli- cated in illegal drug dealings. 55: An accident occurs (1-2, to you; 3-6, to another). 56: Illegal business offer (1-2, trap; 3-6, for real). 61: You suffer a false arrest. 62: You suffer a false arrest, and find that the evidence could easily lead to a conviction. 63: An attack from a person with a club or fists (1-2, on you; 3-6, on another). 64: An attack from a person with a knife (1-2: on you; 3-6: on another). 65: An attack from a person with a gun (1-2, on you; 3-6, on another). 66: An attack from a hidden Psionicist (1-2, on you; 3-6, on another).

This table is used once per day, at most. At the players’ option, this table might be used only once per week. Players may, by their option, act with circumspection, trying to avoid unplea- sant encounters. If so, results on the ta- ble will be restricted to 31-46 inclusive.

Options for adventure This world is legally independent of the larger interstellar government, so that going into business as an importer, for instance, while difficult, may be re- warding. There is great profit to be made in mining or salvaging the sites of the ruined cities of Theury continent, organ- izing relief efforts (for pay), capitalizing on the nearly vacant continent itself (land prices are wildly unpredictable), or even setting oneself up as a bandit king. (Many such have gone into business despite the order-keeping efforts of the 47 Dragon Vol. VI, No. 9

Navy and the Marines. Can you do better than they have?) Figure 9 In space, the Fleet in Presence tends to put a damper on piracy, a disadvan- tage equally offset by the presence of The planet Horltheur plentiful, rich traffic ripe for raiding. In other fields, trade is needed in the items that Theury continent used to produce. Shortages of these products — mostly high-tech stuff such as computers— will begin to be felt on Horla continent be- fore too long. The operations of the fleet are concen- trated toward the planet below. What would happen if an enemy fleet made a sortie at this time? Although this is felt to be unlikely, so were the historic raids on Pearl Harbor and on Port Arthur. Back in the hinterlands of Theury, up in the high hills, survivors and bandits skirmish for control of the few unde- stroyed resources. The Marines are spread dangerously thin. Could a bandit horde, of tech level equivalent to 5 or 6, successfully ambush a patrol of Marines at tech level 15? Can the Marines keep order while killing an absolute minimum of troublemakers? There’s an assassin high in the moun- tains, stalking one of the few living offi- cials of Theury continent. Is that in- tended victim now the legal president of the continent? Can he be saved? Emergency City needs doctors. Theury needs able and willing workers of any description. No skill would be unwel- come. There is a government—an entire continent — to rebuild from scratch.

A rumor: Fifteen massive warheads are unaccounted for. Are they buried, undetonated, where they fell? Were they ever launched? Are the records incor- rect? Some might object that this is a trifling complaint: The Turga Lancers carry more than forty low-power tactical warheads, and Drake’s Slashers more than one hundred. But these that are ru- mored to be missing are city-busting de- vices. In the wrong hands . . . .

A rumor: A group called the Planetary Independence Party is planning to use this opportunity for confusion to take over the Spaceport at Exonidas in a commando-style guerrilla raid. Is it non- sense, propaganda, or truth?

A rumor: Theury continent has been opened up to colonization. It’s up for grabs, folks. Although not true, the story has gotten wide enough circulation that entire planeloads of would-be adventur- ers have gotten themselves a grubstake and some camping equipment, intend- ing to become frontiersmen and settlers. How are they to be stopped? Or should they be? There are opportunities on Horltheur; if you don’t seek them out, they’ll never pay off. 48 Dragon March 1982

The halfling point of view

bY ROGER MOORE he smallest and physically weakest of all the demi-human races are 49 Dragon Vol. VI, No. 9 halflings, so named because they are their neighbors as well. “Safety in num- largely due to the halflings’ sense of or- almost exactly one-half the size of hu- bers” is the moral of many of the child- ganization and willingness to work to- mans. Male halflings average 3’ in height ren’s stories halfling youngsters hear. gether. At least as much of a factor is that and females slightly less; they all weigh This outlook tends to discourage no- halflings, more than any other race ex- about 50-60 Ibs., and they look much like tions of going adventuring in all but the cept elves, are natural-born guerrilla small humans. In fact, evidence sug- most courageous — or foolhardy. fighters. This is not to say they practice gests that halflings are more closely re- It is an interesting contradiction of warfare a great deal — they don’t. But lated to humans than any other demi- their society that, while halfling adven- halflings can conceal themselves in nat- human race. turers and heroes who leave the com- ural terrain so well as to become effec- Most humans tend to see halflings as munity for long periods of time are much tively invisible. Their feet (usually no- child-like, basically happy, naive, and revered, they are also seen as being out- ticeable only because they are hairy) are hungry most of the time. Some of these side the bounds of “normal” halfling be- thick-soled and well adapted for silent observations may be correct, but the havior. No parent tells a child to grow up movement. whole impression is still rather superfi- and be like Uncle Boffo, who killed a Most helpful of all in many ways is cial. How do halflings see themselves worg singlehandedly and saved his their skill with missile weapons. Short and the rest of the world? How do they friends from death by backstabbing a people of any race, unless they are very see us? ghoul. “Uncle Boffo is not like us regular strong, are at a disadvantage in hand-to- One of the key words in halfling socie- halflings,” mother would say instead. hand combat. The best they can hope for ty is security. The world, from their view- “We’re awful glad he’s around, but still it is to kill an opponent before the enemy point, is both helpful and hostile, and it’s was foolish of him to go adventuring like gets within striking distance; this is where the hostile part that concerns them. The that when he knows he could get hurt or bows, arrows, and slings fill the bill. Hal- average halfling has a strength rating of lost. We’re safer staying here at home.” flings have practiced long and hard with about 8, weaker even than an average The negative consequences of this in- short bows and slings for this very rea- . Direct hand-to-hand combat with sistence upon security are readily ap- son, as well as using them for hunting an opponent of almost any sort can easi- parent. The average halfling is reluctant and sport. Halflings have exceptional ly be a losing proposition due to this to take action in unexpected situations natural dexterity as well. All this com- physical weakness, along with the half- without looking for a consensus among bines to make them +3 to hit when using ling’s height disadvantage (against most any short bow or sling — an amazing creatures) and the limited fighting ability degree of accuracy, especially for a hal- halflings can achieve (most never ex- fling who also has exceptionally high ceed the 4th level). Most humans tend to see dexterity. These facts profoundly affect halflings’ Imagine, then, the effectiveness of a lifestyles and the structure of their com- halflings as child-like, basically group of thirty halflings, wearing only munity. Halfling fighters, despite their happy, naive, and hungry most leather armor and equipped with short disadvantages, are still quite common in bows, hiding in a woods by a roadside, any such community. They function in of the time. Some of these awaiting the passage of a robber gang an almost entirely defensive role, gener- observations may be correct, by who cannot see or hear them. Bows are ally unwilling to travel with large armies very quiet, and pinpointing the location off to war except in the most urgent cir- the whole impression is still of a bow-sniper in a forest is hard enough cumstances. Halfling fighters also serve rather superficial. without having to locate a sniper who as the local police or sheriff’s depart- can effectively disappear in the same en- ment, keeping the peace among their fel- vironment. And halflings do not shoot to lows and among the non-halfling tra- wound. They have trouble taking pri- vellers who pass through town. soners, for the same reasons they aren’t Halfling fighters are known to go ad- other halflings of what would be the best good at close combat. venturing, but they rarely go very far and thing to do. Thus, halflings tend to ap- One of the things a small person can are prone to retire quickly soon after pear shy, fearful, and overcautious when do to protect himself is to ally himself they reach their highest level of ability. on their own for the first time. Their so- with a bigger person, even if that bigger Then they may become involved in the ciety appears stagnated in the eyes of person isn’t the most likable sort of guy. local militia or government, devoting the other races, and they tend to close them- Halflings seem to make such rest of their lives to community service selves off from the rest of the world. on a larger scale than other races. It is (for which they are much appreciated). Halfling life, while it seems to suit them very unusual to find a halfling communi- Halfling clergy, either druids or nor- well, can be described at worst as clan- ty located more than a couple hours’ ride mal clerics, almost never go adventuring nish and on the boring side. Yet there is a at most from either a dwarven, elven, or unless it is a matter of great importance great strength in this lifestyle, too. Once human town. to the halfling people. Their primary motivated by a leader-type toward some Depending on the makeup of the near- function is to help maintain the security course of community action, halflings en est town(s), the population of a halfling of the halfling community to the best of masse can be powerfully effective in community will include varieties of half- their abilities, and their most common dealing with invaders, disasters, or other lings that resemble their non-halfling prayers are for the continued support of such problems. Oppressors can be over- neighbors. Hairfeet live near men, have their deities in keeping their homes safe thrown almost before they are even aware no infravision, and reside in small cot- and their lives untroubled. there is a rebellion afoot, due to the half- tages. Tallfellows live in forests (some in The normal (0-level) members of the lings’ speed and the intense cooperation hollow trees) and have infravision like halfling community generally believe in halflings demonstrate in a group of their elves, as well as being more lithe and an orderly, cooperative system of work- fellows. On more than one occasion, elven in appearance. Stouts are shorter ing together to ensure the continued brigands who had previously raided a than hairfeet, live in caves and tunnel stability of their society. Individuals who halfling community have been complete- complexes, and have infravision. They break the rules are scolded and pun- ly wiped out on their second raid, be- can detect slopes and other underground ished for “rocking the boat,” and it is cause they overestimated their abilities features in a fashion similar to dwarves. impressed upon them that their activities against such apparently weak folk. Some of these similarities are proba- are endangering not only themselves but How is this possible? This ability is bly due to imitation and the effects of the 50 March 1982 Dragon environment. However, there is always price to pay. Going adventuring is a sort Halflings who adventure for a long the possibility of an occasional cross- of protest against comfort, a reaction to time often undergo a subtle change in marriage and subsequent mixing of the having things come too easily. Certainly the way they view their home communi- gene pool. Cross-racial marriages are these adventurers aren’t rejecting all ty. They become mildly acute critics of quite rare in halfling society, but have comforts (some have been known to the stifling aspects of halfling society, been known to occur. Very little is said or bring their pillows with them in case they exceedingly aware of the stagnant at- heard about them, though. were unable to find a bed). mosphere, the extreme concern with Most halfling towns are set in temper- Adventuring is a dare to halflings, a safety, the closed-mindedness that per- ate hills and plains. The dwellings them- calculated risk. It makes the adventurer meates halflings’ lives. selves tend to vary as described above, more acutely aware of his or her own Yet they, the adventurers, are also but are usually a curious mixture of limitations and capabilities, and, in the among the most vigorous defenders of above-ground cottages and hillside bur- words of one halfling, “It makes you feel their home towns. After a long period of rows and tunnels. Individual homes are more alive.” Halfling adventurers of any hazardous journeying, after seeing the outfitted for comfort and a restful at- class almost never travel alone, and pre- innumerable horrors lurking in the out- mosphere; greens and yellows are much fer going in a large group with a lot of side world, the quiet and security of a used in interior color. Large spaces are non-halflings in it. (Any being who is not halfling community is a wonderful relief set aside for outdoor gatherings like par- a halfling is automatically seen as capa- indeed. “There have been times,” said ties, community meetings, and sports ble and experienced in adventuring.) one returned adventurer, “when I wished events. Gardens are common, and half- Because of their natural abilities to a or two would come through lings are prone to outfit their homes with move silently and hide, most halflings town and make things interesting. I was odd bits of natural decoration: rocks, desire to take up a profession that makes so bored. But then, if I really want to see minerals, plants, bark. the best use of these talents. Being a demons, I can go to a dungeon. It’s bet- Everything about halfling society con- fighter has the drawback of putting the ter that things stay quiet here at home tributes to the feeling of closeness and halfling in frequent close-combat situa- even if it is a little dull.” safety. Even maps of halfling manufac- tions (the disadvantages of which have Halfling religion mirrors the race’s pre- ture rarely describe areas external to the been noted before). But being a thief, or occupation with security. Yondalla, the community, other than noting (on the a combination fighter and thief, is ano- most powerful and widely worshipped margin, in small print) that to the nor- ther matter entirely. halfling deity, is usually known as the theast is “where all the humans live,” or “Protector” who serves as a guardian that “the mountains are said to be in this against evil forces. She is able to hide her direction,” and so on. Halfling communi- Despite their misgivings worshipers with illusions, usually mak- ties located near dangerous areas are ing them invisible or disguising them as often honeycombed with subsurface tun- about the “bigger folks,” natural foliage. Yondalla’s symbol is ap- nels and ambush points, should invasion halflings are generally open and propriate, too: the shield, representing occur, and the lands around are heavily defensive power and security. Her holy scouted by missile-armed patrols; am- conversational with others. day is called “Safeday.” Yondalla is also bush points are likely to be maintained They have good relations with the “Provider,” an aspect perhaps relat- as well. ed to the halfling love for comfort. Yon- Despite their misgivings about the other races, though the bigger dalla uses a variety of magical weapons “bigger folks,” halflings are generally people are seen with some in the defense of her people, but none of open and conversational with others. them are particularly important in the ce- They have good relations with other rac- suspicion. remonies for her worship, or even in the es, though the bigger people are seen tales in which they appear. It was Yon- with some suspicion, Halflings in gener- dalla, by the way, who gifted halflings al do not bear hatred for any race and are Now, it should be noted that halflings with their resistance to magic and poi- prone to accept even the normally unac- as a whole are law-abiding and honest. son, to protect them even further from ceptable sorts like half-orcs into their They don’t make a living picking one the ravages of the world. community (though everyone will be another’s pockets, or filching gems from The smallest of all the demi-humans, watching, of course). Halflings are usu- treasure rooms. Thieves, however, aren’t then, is a race that at first glance should ally trusting and honest, though they supposed to get into direct combat. They have been quickly overwhelmed by the also enjoy pranks and may become eva- are supposed to move silently, hide a lot, great cruel world long ago. It wasn’t, sive if uneasy with their company. and make moves unseen by their oppo- though, and halflings continue to thrive With all the things working to discour- nents Thieves learn to open locks (fuel- in close cooperation with the other demi- age halflings from ever becoming adven- ing a halfling’s normally irrepressible cu- human and human races. Though half- turers, one wonders why some do any- riosity about what is going on behind lings maintain a low-key existence, indi- way. Every society, no matter how close- locked doors). As for stealing, well, that viduals arise with surprising regularity to ly knit, will have some rebels, those who can be rationalized as borrowing, or tak- considerable heights of fame (or infamy) don’t fit smoothly into the usual Scheme ing things that someone has too many of as thieves; as such; they will continue to of Things. Many halfling adventurers and won’t miss anyway, and besides, it remind the rest of the world that the half- (particularly thieves and fighter/thieves) would be nice to have that ring.... lings are still here — with each purse are from this sort of background. They Though they aren’t the best at climb- stolen, each treasure chest broken into, grow tired of the unchanging nature of ing because of their size, and they have and each pocket picked. their life at home and set off seeking a trouble with other written languages, Material for this article came from the little excitement. halflings make excellent thieves. They various AD&D™ tomes, Iibrams, and man- Nearly all halfling adventurers start almost never admit to being of that pro- uals, as well as from Paul H. Kocher’s out with naive attitudes and high expec- fession, though. Halfling thieves describe excellent Master of Middle Earth (paper- tations of how things are going to turn themselves most often as simply “adven- back, Ballantine Books). My thanks, too, out; subsequently, some fall prey to the turers” or “scouts.” One diminutive miss, to Cassandra Proudfoot, who was able multitude of subtler dangers one meets a master of the thieving art, says, “I’m a to point out some of the finer points of in the adventuring life. Yet even then, fighter. I just happen to do my best fight- the thieving life. By the way, wherever these halflings see their troubles as a fair ing from behind.” you are, I want my wallet back. 51 Dragon Vol. VI, No. 9 The gods of the halflings

The halfling pantheon is a small one, It is interesting that the more powerful the plane of Corcordant Opposition. having one greater deity (Yondalla) and halfling deities tend to be females. By The four deities listed in this article are several lesser deities and demigods. Most contrast, dwarven gods tend to be males, among the most commonly worshipped regions worship only a few of them, four and elven gods a combination of both ones. Some halfling druids might wor- or five at most, and as with all religions genders. Halfling deities are not aggres- ship deities from other pantheons (e.g., there may well be different gods wor- sive by and large, and are more taken up Sylvanus, Ki, Dagda, Lugh), but this is shipped in different areas. with home pursuits and protection than not common. Other deities may be devel- Yondalla is the top authority among with fighting. Even the adventurous Bran- oped as desired by individual Dungeon the halfling gods, though it is said her dobaris avoids combat if he can help it. Masters, of course. control over Brandobaris is minimal at Most halfling deities are concerned with Despite the small physical size of the times. Regardless of their orientation spheres of security, sufficiency, the halfling deities, their innate powers are and spheres of influence, all the halfling earth, youth, play and humor, good luck, quite respectable, and many of them deities work together against the ene- law, peace, secrecy, love, and friend- work closely with deities from other pan- mies of the halfling people. ship; one deity may actually control two theons as well, just as mortal halflings Most members of the halfling pan- or more of these concerns, as is common tend to work closely with other humans theon reside on one of the planes of the in this pantheon. The halflings have no and demihumans. Brandobaris is said to Seven Heavens, in an area generally deities of evil nature, or ones represent- visit other thieves’ deities, particularly known as the Green Fields. Sheela Pery- ing war, suffering, fire and water, or Hermes; Sheela Peryroyl is on good royl and one or two other deities make death. Yondalla is usually invoked at terms with a number of Celtic divinities; their homes on the plane of Concordant funerals as a protector of the departed Yondalla and the other lawful good dei- Opposition, and Brandobaris roams the souls of halflings. There is a neutral- ties help and are helped by other lawful Prime Material plane, but there are times aligned masculine lesser deity, Uroga- good deities, and so forth. Thus, it may when they too may be found in the Green Ian, who sometimes acts as a judge of be safely asserted that the halfling pan- Fields — just as the various Greek gods, and protector of the dead, but he is pri- theon should not, despite its size, be come to Olympus to meet. marily an earth god. Urogalan lives on looked down upon.

Sphere of Raiment Holy Sacrifice/Propitiation Place of Deity Control Animal Head Body Colors Days Frequency Form Worship Sheela Peryroyl agriculture, weather butterfly bare green robes green full moon monthly seeds open field Arvoreen defense, warriors war dog helmet chainmail silver before varies silvered anywhere battle weapons Cyrrollalee trust, protection squirrel bare brown robes brown first day monthly prayers home of month Brandobaris thieves mouse feathered leather gray new monthly stolen anywhere cap armor moon items Halfling clerics and druids may be male or female. They frequently lead their communities and influence its activities. Many arbitrate disputes to obtain justice and good (if lawful good) or fairness and impartiality (if neutral).

52 March 1982 Dragon

by ROGER MOORE

ARVOREEN ter; thereafter, spells are cast normally. Lesser god For his part, Arvoreen can go invisible at will and attack unseen for the first 4-16 ARMOR CLASS: 1 rounds of combat against any mortal, MOVE: 12” non-divine being. He commands a +4 HIT POINTS: 298 sword that can shapechange into any NO. OF ATTACKS: 3/2 other type of hand-to-hand weapon for DAMAGE/ATTACK: 2-20 (+8) combat. Once a day, Arvoreen may sum- SPECIAL ATTACKS: Summon halfling mon 10-40 halfling fighters (4th-level heroes; invisibility Heroes), each armed with short swords SPECIAL DEFENSES: +2 or better and short bows; they are AC 4 with 25 hit weapon to hit; see below points each, and obey him implicitly. MAGIC RESISTANCE: 65% Arvoreen, though quite powerful, is SIZE: M (4½’ tall) not a particularly aggressive deity. He ALIGNMENT: Lawful good fights only if attacked, though he does WORSHIPER’S ALIGN: All good and seek out his enemies and actively con- neutral warriors (halflings) front them to get them to desist from SYMBOL: Short sword and shield their evil practices. He will not go very far PLANE: Seven Heavens out of his way to avoid combat if it oc- CLERIC/DRUID: 8th level cleric curs, however, and fights to the finish. FIGHTER: 12th level ranger Fighters and fighter/thieves comprise MAGIC-USER/ILLUSIONIST: Nil most of his worshipers; these fighter- THIEF/ASSASSIN: 10th level thief /thieves are sometimes of neutral good MONK/BARD: 8th level monk alignment, and all prefer to use their PSIONIC ABILITY: Nil fighting skills over their thieving ones. S: 20 (+3, +8) I: 21 W: 23 While Arvoreen does not hold thieving to D: 24 C: 23 CH: 21 be necessarily dishonorable, he discour- ages thievery unless against enemies to The closest thing halflings have to a better the chances for physical combat god of war is Arvoreen the Defender, the later. (It’s okay, for example, to steal patron of halfling fighters. Arvoreen never your enemies’ weapons, or break into attacks an opponent first, but the first their camp to free prisoners or make attack upon the deity (if it hits) does only guerrilla raids, but not just to make your- half damage, regardless of its power. self rich.) Arvoreen absolutely prohibits The first magical attack upon him is au- stealing from other halflings or allied tomatically reflected back upon the cas- beings. 53 Dragon Vol. VI, No. 9

SHEELA PERYROYL The Seeding, New Spring, and other ti- Lesser goddess tles, depending on the region), and at harvest time (High Harvest, The Reap- ARMOR CLASS: 3 ing, etc.). Community-wide revelry is MOVE: 9” (24”) common at these celebrations, starting HIT POINTS: 306 when the day’s work is done and contin- NO. OF ATTACKS: 1 uing late into the night. The length of DAMAGE/ATTACK: 2-16 (+6) these celebrations varies from region to SPECIAL ATTACKS: Unlimited use region, but averages about 10 days. of entangle spell There is a 1% chance a halfling making SPECIAL DEFENSES: immune to all a great quest or sacrifice in the name of weapons with wood in them; Sheela Peryroyl will be granted the pow- x2 or better weapon to hit er to cast an entangle spell once (at the MAGIC RESISTANCE: 80% 6th level of ability) at an enemy. This SIZE: S (4’ tall) does not depend on the halfling’s align- ALIGNMENT: Neutral ment or class, except that true neutral WORSHIPER’S ALIGN: All alignments halflings can cast the entangle spell at (halflings) 12th level of ability. The power may be SYMBOL: Daisy granted several times in a halfling’s life- PLANE: Concordant Opposition time, but the or sacrifices made to CLERIC/DRUID: 14th level druid gain it will become harder and more FIGHTER: 7th level ranger costly with time. Only one such entangle MAGIC-USER/ILLUSIONIST: 14th level spell may be had at any one time. magic-user Sheela Peryroyl, if needed, can create THIEF/ASSASSIN: Nil a special type of staff (like a shillelagh) in MONK/BARD: 10th level bard one segment from a blade of grass or a PSIONIC ABILITY: Nil twig. This weapon is +4 to hit and does S: 18(00) (+3, +6) I: 22 W: 25 2-16 (plus strength bonuses) points of D: 22 C: 24 CH: 22 damage. She can also cast the spell en- tangle (her favorite method of attack and Sheela Peryroyl, known as Sheela the defense) once per round as often as she Wise, is the halfling deity of agriculture, likes. The spell effects will be cumulative nature, and weather. She appears as a if cast several times over the same area; halfling female dressed in wildflowers. It i.e., should she cast entangle twice at a is said that when she sings she causes troll and should it make its saving throw fields to grow, trees to bud, and seeds to twice against it, the troll would be slowed sprout. Sheela brings good weather to to one-fourth normal speed. Additional- her favored worshipers, but can easily ly, each successive entangle cast after send drought or floods to others. the first one will inflict 1-4 points of dam- Her followers often wear a small flower age on all creatures trapped therein from to honor her and strive to work in har- constriction and abrasion. (There is no mony with nature and the earth. They saving throw for this, and it makes no hold two major celebrations yearly, aside difference if victims can move or not.) from regular monthly services: when the Her clerics are all druids and can first crops of the year are planted (called achieve the 6th level of ability.

BRANDOBARIS Demigod

ARMOR CLASS: 0 MOVE: 12” HIT POINTS: 185 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-12 (+7) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 60% SIZE: S (3½’ tall) ALIGNMENT: Neutral WORSHIPER’S ALIGN: All thieves and those who go adventuring SYMBOL: Halfling’s footprint PLANE: Prime Material CLERIC/DRUID: 6th level druid FIGHTER: 7th level ranger MAGIC-USER/ILLUSIONIST: 6th level in each THIEF/ASSASSIN: 19th level thief MONK/BARD: 6th level monk S: 19 (+3, +7) I: 24 W: 17 D: 25 C: 23 CH: 20 54 March 1982 Dragon

CYRROLLALEE Lesser goddess There is a 2% chance that if an excep- tionally faithful follower of hers should ARMOR CLASS: 3 alignments (halflings) call upon her for help while the follower MOVE: 12” SYMBOL: Open door is in his or her own home, Cyrrollalee will HIT POINTS: 260 PLANE: Seven Heavens one piece of furniture (not larger than 5 NO. OF ATTACKS: 3/2 CLERIC/DRUID: 10th level cleric cubic feet in volume) to become DAMAGE/ATTACK: By weapon type FIGHTER: 10th level paladin animated for 5 rounds, attacking all en- SPECIAL ATTACKS: Nil MAGIC-USER/ILLUSIONIST: 8th level emies of that lucky halfling once per SPECIAL DEFENSES: +2 or better in each round during that time. Damage will vary weapon to hit THIEF/ASSASSIN: Nil according to the type of object animated. MAGIC RESISTANCE: 75% MONK/BARD: Nil Any halfling who receives this benefit SIZE: S (4’ tall) PSIONIC ABILITY: Nil must perform a service for Cyrrollalee; ALIGNMENT: Lawful good S: 17 (x1, x1) I: 23 W: 24 the nature of the task (or quest) is left up WORSHIPER’S ALIGN: All good D: 24 C: 23 CH: 22 to the Dungeon Master, and should be challenging but not exceptionally diffi- Cyrrollalee is the deity of friendship homes (of halflings) to steal. She is also cult. This gift may be given to a halfling and trust, as well as a protector like Yon- the enemy of oathbreakers. only twice in his or her lifetime. dalla. Cyrrollalee is thought of more as a If she so wills, Cyrrollalee can cause Cyrrollalee’s followers are largely reg- goddess who protects the home but all non-living objects within a radius of ular halflings (zero-level) and some fight- keeps the inhabitants from becoming 6” of her to become animated as if by a er types. Worship services for her are too defensive and closed in. This deity 20th-level cleric (up to 20 cubic feet of held on the first day of each month. No appears as a normal female halfling with material, for 20 rounds). These spell ef- particular weapons are associated with brown hair wearing simple peasant’s clo- fects will continue even if Cyrrollalee Cyrrollalee, though it is said she can thing. Her worst enemies are those who leaves the area. She can perform. this make use of any weapon, magical or betray a host’s trust or who break into power up to three times a day. non-magical, a regular fighter could use.

The adventures and misadventures of this does not always prove to work out as once in that halfling’s lifetime, so as not Brandobaris, Master of Stealth, are al- he’d planned. to encourage the mortal to be too fool- most beyond counting. Most of these Brandobaris carries a +3 long dagger hardy. There is a 5% chance that Bran- tales share a moral: It is better not to run he usually wields in combat (if he cannot dobaris’ reward will be given to any hal- off into the wilderness on foolish dares; avoid it). This dagger will magically point fling of 10th level or lower, raising the nonetheless, Brandobaris is an appeal- out the fastest and safest direction of follower one level in ability. Halfling ing sort of rascal. He has much of the escape from any trap or maze (making thieves of 11th level or higher cannot trickster in him; he is primarily a clever Brandobaris immune to Maze spells when receive this particular reward, but might thief who fools his opponents into think- holding it). He also uses a +4 sling that benefit in some other fashion from incur- ing him harmless, then steals them blind hurls a ball of dust whenever it is used; ring the good favor of Brandobaris. and escapes their wrath. No matter how the dust ball has a maximum range of 48” Because Brandobaris wanders the awful a situation he finds himself in (and (24” short range, 36” medium range) and Prime Material plane, there is a 1% he’s found some pretty awful ones), does not harm its victim, who feels feel chance per level a halfling thief of 11th Brandobaris always manages to find his nothing, but must save vs. magic at -6 or level or higher will actually meet Bran- way out again — and make a profit. fall deeply asleep for 6-36 turns. dobaris, in the guise of another halfling Brandobaris is so skilled at moving si- The followers of Brandobaris are most- thief, and be invited by the demigod to lently he cannot be heard by any mortal ly thieves and fighter/thieves. The more go on a thieving adventure. Other thieves being or god if he conceals his move- ardent followers are usually also the may come along on the adventure, but if ments. He can hide so well as to be com- ones who take the greatest risks. they do not worship Brandobaris they pletely invisible (seeable only with a An especially daring risk (one placing might find some of their valuables miss- True Seeing spell or magic item of sim- the halfling in considerable jeopardy) ing when the adventure is over. Brando- ilar power). Brandobaris goes on adven- that pays off is looked upon favorably by baris reveals his identity only after the tures to find some item he believes will Brandobaris. He might reward the per- adventure is over, and only to his make life more comfortable for him, though petrator of such a daring act — but only followers.

55 56 March 1982 Dragon

by Larry DiTillio side of Heal) which will prevent further rately play the effects of the poisonbane damage. Slow poison simply delays the spells. Previous articles in DRAGON™ maga- effects — however, without guidelines In such a system, there is more sus- zine on the use of poison have been help- for the action of a particular poison once pense for players; sometimes only at ful. But those essays did not examine it’s inside a victim, these spells are diffi- great expense, or at the risk of bodily some essential aspects of poison for the cult to adjudicate properly. harm, can they determine the true nature DM who wants a variety of toxins in his or I created a wide variety of poisons for of a poison. But once they become famil- her game. my Cerilon campaign, delineating each iar with the “give-away” scents and ap- The most significant omission is how by smell and appearance and describing pearances of the various toxins, this long a poison takes to affect its victim how long each takes to affect the victim knowledge will stand them in good stead and how long it will it continue to do so. and run its course. By using guidelines throughout the rest of their adventuring. Neutralize poison is the only spell (out- such as these, a wily DM can now accu- Below is a list and description of spe- 57 Dragon Vol. VI, No. 9

cially created ingestive and insinuative starts in 1-4 rounds, runs its course in 1-3 JIMA: Light red powder or liquid, smells poisons, contact poisons, and some tox- turns. Save for half damage. Iike papaya. Does 8-48 (8d6), starts in ins that are designed not to kill but mere- 1-10 rounds, runs its course in 1-3 turns. ly provide means for capturing or slow- BRAYLOCK: Odorless, syrupy amber Save for half damage, made at -3. ing down parties. Each toxin has a base liquid. Does 5-40 (5d8) damage, starts in damage rate, to be used in one of two 1-2 rounds, runs its course in 1 turn. LOMAT: Odorless and colorless powder ways: A) Roll for damage once and di- Save for half damage, made at -1. or liquid. Does 5-50 (5d10), starts in 1-6 vide the result by the number of rounds turns, runs its course in 1-4 turns. Save or turns it takes the poison to run its CUPH: Clear liquid, smells like pineap- for half damage, made at -2. course; or B) Continue rolling the base ple. Does 4-24 (4d6), starts in 1-6 rounds, damage for every round or turn the poi- runs its course in 1-8 turns. Save for no FRIN: Pale green liquid or powder, smells son is in effect. Method B makes poisons damage, made at +1. like green apples. Does 3-30 (3d10), much deadlier, and if used at all it should starts in 1-3 rounds, runs its course in 1-8 only be employed for the heavier poi- rounds. Save for no damage. NIBON: Odorless, colorless liquid. Does sons (types C and D). Most of the poi- 6-48 (6d8), starts in 1 round, runs its sons allow saving throws, usually for AJIDA: Odorless and colorless liquid. course in 1 turn. Save for half damage, either no damage or half damage. If a Does 5-60 (5d12), starts in 1-6 rounds, made at -4. particular poison seems too deadly or runs its course in 1-3 turns. Vision grows not deadly enough, just fiddle around dim after victim takes 10 points of dam- with the numbers to your satisfaction. TUBON: Pale yellow liquid or powder, age, continues to dim until 30 points is You might also wish to allow saving smells like ripe melon. Does 5-30 (5d6), taken, at which time victim is functional- throws in each round or turn the poison starts in 1-10 rounds, runs its course in ly blind. Only a Cure blindness spell will is still in effect. 1-6 turns. Save for half damage, made at neutralize this effect. If blindness does +1. not occur, victim’s vision will clear in 2-5 Swallowed poisons turns. Save for half damage, made at -4. Type A Type B YAKSA: White liquid or powder, smells KOLAS: Thick, brown liquid, smells like Type C like cherries. Does 4-32 damage (4d8), roses. Does 8-48 (8d6), starts in 1-3 GALAS: Pale blue liquid or powder, starting 1-8 rounds after ingestion, runs turns, runs its course in 1-6 turns. Save smells like horse sweat. Does 4-40 its course in 1-4 turns. Save for no dam- for half damage, made at -2. (4d10), starts in 1-3 rounds, runs its age, made at +2. course in 2 turns. Save for no damage. BREEK: Odorless, colorless liquid. Does THRUM: Light bluish liquid, smells like 5-40 (5d8), starts in 1-8 rounds, runs its TRIF: Odorless, light gold liquid. Does sour lemon. Does 6-36 (6d6) damage, course in 1-4 turns. Save for no damage. 5-60 (5d12), starts in 1-4 turns, runs its course in 1-12 rounds. Reduces victim’s dexterity by 2 points for every 10 points of damage taken. This is only restored by rest. Save for half damage, made at -2.

SILVER LOTUS: Light silver liquid or powder, smells like lotus flower. Does 7-42 (7d6), starts in 1-2 turns, runs its course in 1-6 turns. Reduces victim’s constitution by 1 point for every 10 points of damage taken. System shock roll required for every point lost; failure means instant death. Constitution points can only be restored by rest. Save for half damage.

BLACK MEAD: Clear liquid or gel, smells like honey. Does 10-80 (10d8), starts in 1 round, runs its course in 15 rounds. Causes disorientation (-2 to hit, damage, 30% chance of spell failing) after 20 points of damage are taken; disorienta- tion increases in 10-point steps thereaf- ter (additional -1 to hit, additional 5% chance of spell failure). This effect wears off 1-3 turns after poison runs its course. Save for half damage, made at -4.

Type D DEVIL—ALE: Odorless liquid, very light orange color. Does flat 60 points of dam- age, sets in 1-3 rounds after ingestion, runs its course in 2-5 (d4 + 1) turns. No saving throw: antidote is only hope.

KUMBA: Odorless and colorless liquid. Starts in 1-6 rounds, death follows 1 58 March 1982 Dragon

round thereafter. Save for no damage, Most of these poisons are fairly rare, or AYALA: Scarlet fluid. Does 4-24 (4d6), made at -3. Failed saving throw means at the very least difficult to get. Poisons starts in 2 rounds, runs its course in 1-3 death. will affect monsters thusly: Type A will rounds. Save for half damage, made at work on any humanoid up to 4 hit dice, -3. TYLATCH: Clear liquid, smells like san- type B up to 5 hit dice, type C up to 7 hit dalwood. Starts in 1 round, runs its dice, and type D up to 10 hit dice. Trolls, BLUE LOTUS: Topaz-colored gel. Does course in 6 turns, doing 10 points of orcs, , etc., are considered huma- 5-30 (5d6), starts in 1-4 rounds, runs its damage per turn. Victim falls instantly noids and can be affected by these poi- course in 1-8 rounds. Paralysis sets in asleep, cannot be awakened. Save for sons. Most swallowed poison will not after 15 points of damage, wears off in half damage, made at -2. If the victim work on dragons, hydras, grey ooze, or 1-3 turns if victim survives. Save for half survives, he will awaken after the 6-turn other non-human type creatures. damage, made at -2. duration. Insinuative poisons PINK LIGHTNING: Pinkish fluid. Does VEDYA: Pale purple liquid or powder, Type A 5-20 (5d4), starts in 1-6 rounds, runs its smells like raisins. Does 10-100 (10d10), TROLLSBLOOD: Grayish-green liquid. course in 1-3 rounds. Save for half dam- starts in 1-6 turns, runs its course over a Does 4-32 (4d8), starts in 1-4 rounds, age, made at -4. period of 1-6 days (assess appropriate runs its course in 1-6 rounds. Save for no points of damage each day, dividing to- damage. Type C tal into one-hour increments). Agoniz- DREAM JUICE: Green, black, or white ing, very slow death. No saving throw. KOTRA: Clear, oily fluid. Does 5-30 fluid. Does 3-24 (3d8), sets in immediate- (5d6), acts in 1 round, runs its course in ly, runs its course in 1-10 rounds. Causes YELLOW MOLD POWDER: A yellow 1-10 rounds. Save for half damage, made victim to fall down, become catatonic, powder made from mold spores; when at -1. and have vivid, pleasant dreams while mixed with liquid, it poisons just as yel- dying. Save for no damage. low mold does. Save for no damage; fail- STIRGE SWEAT: Brownish, sap-like liq- ure means death, as per yellow mold. uid. Does 6-24 (6d4), starts in 2-6 (d4 + 2) SILVER LIGHTNING: Silvery liquid. Does rounds, runs its course in 2-8 (2d4) 5-40 (5d8), sets in immediately, runs its MUFA: Odorless, colorless liquid. Starts rounds. Save for no damage. course in 1-6 rounds. Save for half dam- in 1-10 rounds, throws victim into pain- age, made at -3. ful, twisting convulsions, then does 15 Type B points of damage per round until victim TEKO: Light blue oil. Does 4-32 (4d8), VILMAT: Clear, oily fluid. Does 6-36 dies. Convulsions have a 50% chance of starts in 1 round, runs its course in 1-3 (6d6), starts in 3-7 (d4 + 3) rounds, runs causing an extra 1-6 points of damage in rounds. Save for half damage, made at its course in 1 turn. Reduces intelligence each round. No saving throw. -3. by 1 point for each 6 points of damage

GURCH: Dark green liquid or powder, smells like wax. Starts in 1 round, does a flat 75 points of damage over 1-10 turns. Very painful; victim disabled after taking 15 points damage, cannot walk, fight, barely able to talk. Save for half damage, made at -4.

PRAKA: Small, blue-and-white speckled pellets. Starts in 1-4 rounds, does 20 points damage per round until death. Causes vivid, monstrous hallucinations; 25% chance of permanent insanity if vic- tim somehow survives. Save in each round for half damage, made at -5, but still eventually fatal.

Notes on swallowed poisons These poisons do no harm unless swallowed. Some have telltale signs, others do not. However, even the telltale signs may be masked if the poison is placed in a drink of similar smell or taste (e.g., Yaksa in cherry brandy). A suc- cessful saving throw generally indicates the poison has lost some or all of its potency or effectiveness. Type D poison is almost always fatal. Antidotes are generally geared to a spe- cific type of poison (A, B, C, or D). How- ever, there is a 10% chance that a type C antidote will cure types A and B, a 25% chance that type D antidote will cure A, B, and C, and a 5% chance that a type B antidote will cure Type A. No “lower” poison antidote will cure a higher type. 59 Dragon Vol. VI, No. 9 taken. This loss is permanent (restora- rounds, runs its course in 1-10 rounds. Notes on non-damaging poisons tion necessary). Save for half damage. Save for no damage. None of these substances work on monsters. However, Chayapa, Morphus CHAK: White, chalky fluid. Does 2-16 DARKSNAKE: Reddish powder, leaves a and the others of similar type will work (2d8), starts in 1 round, runs its course in pale red discoloration on flesh or other on normal mammals, such as wolves, 1-3 rounds. Reduces dexterity by 1 point surface when applied. Does 4-24 (4d6) apes, and bears. In such cases, the effect for each 4 points of damage taken. As starts in 1 round, runs its course in 1-3 will come on more slowly than in a man- with Vilmat, this loss is permanent (res- turns. Save for half damage, made at -1. sized creature; a large victim such as an toration needed). Save for no damage, ape or a bear will be affected after 3-9 (d6 made at -5. BULUKA: Bluish, paint-like substance. +2) rounds. Touch does 3-30 (3d10), starts in 1-6 Notes on insinuative poisons rounds, runs its course in 1 turn. Save for Poison dosage These are in general more fast-acting half damage, made at -2. Leaves a blue A “dose” will always indicate the than swallowed (ingestive) toxins. Coat- discoloration after being applied. amount of the poison or drug necessary ing a blade with venom must be done to affect one creature; e.g., a three-dose fairly close to its use. When a sword is GOLDEN FOOL: Gold powder. Touch vial will be enough to affect three crea- sheathed after being envenomed, there does 4-48 (4d12), starts in 1 round, runs tures or one creature three times. Taking is a 50% chance the venom will be its course in 1-8 rounds. Save for half more than one dose of a poison requires rubbed off, and a 75% chance the venom damage, made at -3. Undetectable when a saving throw against each dose, and all will be partially rubbed away. used on golden-colored objects; other- effects are cumulative. Blade venom wears off after three hits. wise it leaves a pale gold discoloration The first hit does full damage, the sec- when applied. An “application” indicates enough ond hit half damage, and the third hit poison to cover one sword or like wea- one-fourth normal damage. After that, Note on contact poisons pon, 2 daggers. 3 spear heads, 5 arrows, venom must be reapplied. Blunt wea- All contact poisons must be touched or 10 darts. Remember, blunt weapons pons may not be envenomed unless the by bare flesh, and do not affect monsters may not be envenomed. weapon has some sort of spike for inject- larger than 2 hit dice. Generally, some- Most liquid blade poisons will evapo- ing the poison. thing treated with such a poison will af- rate within one hour after application if Most of these poisons will be encoun- fect only the first toucher. exposed to the open air. All will generally tered in traps, or spread on darts give a blade a slight discoloration or flat or arrows. Type A will affect humanoid Non-damaging poisons luster. monsters up to 3 + 2 hit dice, Type B up These substances are designed to ren- to 5 + 2, Type C up to 7 hit dice. None will der victims helpless rather than kill them. appreciably affect non-human monsters. General notes on all poisons Normal animals will be affected 50% of CHAYAPA: A blue liquid, used on ar- Characters are assumed to know no- the time. rows, darts, needles, sometimes in dag- thing about a poison until they have en- gers of venom. It must be injected, and countered one. Poisons with a smell will Special toxins works only on humanoids (i.e., charac- of course give hints, and all such poisons DEATHWINE: Odorless, burgundy-col- ters), never on a monster of any type. sniffed at will be described as having ored liquid. Could be mistaken for wine. Chayapa smells like mulberries, sets in their characteristic smell, unless it is May be used both ways, as blade venom immediately. Its effect is to cause deep somehow masked. A tiny sip of poison or as a swallowed poison. It is tremen- sleep for 3-7 (d4 + 2) rounds. It works type A or B will not do harm; a type C dously lethal. A saving throw is allowed, even on elves. Save for no effect. poison has a 50% chance of taking effect at -5; if it fails, death occurs in 1 round. If after a tiny sip; and a type D poison will the save is made, the victim still takes 25 MORPHUS: A clear, citrus-smelling liq- always do its damage no matter how points of damage, 12 in one round and uid. Victims sleep for 1-6 turns after slight the taste. the other 13 in the subsequent round. An breathing fumes for round. Morphus is antidote must be administered within 6 used like chloroform for abductions and A poisoned character will be aware he segments of the poison’s introduction the like, and is a potent gas as well when is poisoned only when the toxin takes into the system or it is useless. Death- mixed properly. Works on elves. Save for effect. Symptoms can include a burning wine and jts antidote are exceedingly no effect, made at -2. sensation, queasy stomach, shortness of rare. The poison affects any humanoid, breath, feverish feeling, shakes, cold- even trolls and the like, but no other type GHOUL SWEAT: A scummy green gel, ness, etc. The character will definitely of monster. used like Chayapa. Smells like rotten feel bad. A victim taking more than 20 meat. Its effect is to paralyze for 5-10 (d6 points of poison damage will generally LUPTAK: A nerve toxin that may be in- + 4) rounds. It acts immediately. Save for have his “to hit” and damage rolls low- jected, or can be rendered into gas. It no effect, made at +1. ered to simulate the effects of the poi- appears to affect dexterity, causing the son, say by -1 for every 10 points of dam- victim to stumble, fall down, be unable to FLYDANCE: A green, odorless liquid. age beyond the first 20. fight, cast spells, etc.; however, it does Can be made into a gas, otherwise used no direct damage. There is a 50% chance as Chayapa. Acts in 1-3 rounds; causes Most of these poisons can be turned of a victim taking physical damage from convulsions that knock the victim off his into gaseous form by a knowledgeable a fall while affected by the toxin, and a feet and cause him to shake and twitch alchemist, but it is a dangerous and ex- victim who is poisoned during melee around. Lasts for 1-6 rds. Save for no pensive process. In gaseous form, a poi- would be quite helpless. Its effects last effect, made at +2. son’s effect is the same; however, all from 3-6 (d4 + 2) turns. Save for no effect. saves are for no damage (simulating the OPIA: A brown powder with a honey/al- intended victim’s failure to breathe in a Contact poisons mond smell. When drunk (it dissolves in good whiff before it dissipates). Poison WITCHHAND: A clear liquid, almost im- liquid instantly) it causes blindness with- gas will usually be made from a swal- possible to detect. Upon contact with in 1-6 rounds This is temporary, lasting lowed poison type, though this is not a flesh, it does 3-24 (3d8), starts in 1-4 1-10 rounds. Save for no effect. hard and fast rule. 60

Dragon Vol. VI, No. 9

62 March 1982 Dragon

by stroying it. If the existence of the mon- What routines does it follow to ster would alter the balance of nature, obtain food? -sized, 13 hit dice, AC either its characteristics must be adjust- What natural enemies, diseases, -3, move 12”, immune to cold and ed or you must alter nature in the rele- and difficulties of habitat kill young charms, animal intelligence but vant campaign areas. The monster must before they mature? with psionic powers, strikes for 2- have a source of food, a means of repro- What is its reproduction method 76/2-72 and can spit acid.... duction and sustenance which enables and rate? . . .This sounds like a monstrosity, not a sufficient young to grow to maturity to What is the minimum amount of monster. A collection of unrelated num- continue the species, and places to live. territory which will support an in- bers similar to this, rolled on the tables All of the details of hit dice, armor class, dividual or a mated pair? provided in All the World’s Monsters, speed, and other statistics must conform What terrain and climate is ideal was the cause for merriment at the local with the basic needs. for the creature, and how much do gaming session. Yes, you can “create” Let’s take an extreme example. Im- deviations from this ideal reduce monsters in this random way — you agine that many or all rabbits were as the creature’s ability to survive? don’t need tables to do it—but the result powerful as the rabbit in “Monty Python What are the creature’s natural is not a good, imaginative, useful mon- and the Holy Grail,” able to tear out a “defenses”? ster, it’s an unbelievable travesty. There knight’s jugular vein in one swift strike. This may seem a lot to ask, but you’ll is an art and a method to creating good This changes only one statistic, the rab- find in practice that everything falls into monsters for role-playing campaigns; bit’s average damage inflicted per melee place quickly, or that the struggle to one should follow some common-sense round, but think of the repercussions on make it all fit will result in improvements rules — guidelines, really — to avoid sil- the ecology! Swarms of carnivorous rab- in your monster design. ly, absurd, or illogical creatures. bits, still reproducing at a high rate but The first guideline, as already indicat- now, let’s say, eating the meat they kill, The answers ed, is avoid random aggregations of sta- would overwhelm the predators which Let’s go back to the two examples to tistics. If you have several dozen charts usually limit the rabbit population. If you address these questions briefly. The rab- and tables — far more than were used in suppose that these creatures appeared bit —the real rabbit, not the carnivorous the case mentioned above — you may during the era before civilization, you bunny— is herbivorous, that is, eats only come up with a good monster. But, like can imagine these rabbits covering the plants. Let’s assume it eats often but not the proverbial monkeys typing random- entire world, stopped only by the occa- incessantly (I’m not a rabbit expert) —an ly, you’ll wait a very long time for a sional great predators such as lions and “intermittent” eater. It has many natural Shakespearean-quality creature. If you tigers. It is necessary, for the sake of enemies which eat young and adult rab- think about the whys and wherefores of balance in nature, that the fecund rab- bits. As experiences in Australia demon- the monster, about the background to bits be harmless eaters of plants. strated, when a foreign rabbit lacking the statistics, you can derive suitable What about the other extreme? Im- natural enemies was introduced and and sensible numbers for speed, armor agine a species of dragons that doesn’t overran the wild, normally predators kept class, hit dice, and so on from the mons- sleep much, produces a cub (or whatev- the numbers down despite the fecundity ter’s background, not from dice rolls. er young dragons are called) every year, of the adult rabbits. If rabbits repro- The second guideline, then, is origins and must eat 500 pounds of meat a day. duced at human rates, on the other hand, first. Every monster exists for a reason, if Since dragons are the true kings of there would soon be very few rabbits. only because of survival of the fittest. beasts, in any area devoid of human or Rabbits are small, so not much territo- Consequently, ask yourself how this other highly intelligent (and magical) in- ry is needed to support a pair, and sub- monster came to exist, which usually terference, would soon be species seem to live almost everywhere. means: What ecological function does it all over, a commonplace — until they ran The rabbit’s defenses are speed of flight, fulfill, as well as or better than any other out of food. As long as they could ex- color blending with surroundings, and species, which enables it to survive and pand into virgin areas, they would spread small size — a rabbit twice as large as reproduce? Sure, you can call some- like the proverbial plague. The point: normal, unless he’d seen Watership thing an “enchanted monster,” created Dragons are so powerful that, unless Down, would be no less a victim of by the proverbial mad wizard or by a god, there is some limit to their food intake predators. but this is usually a barren excuse, not a and reproductive rate, they will sweep all The dragon is another story. One might reason. Unless you desire to give a before them. A dragon necessarily sleeps say the dragon eats whatever and when- monster an ability which is quite unlikely a lot, to reduce energy (food) use, and ever it wants, but to conform to the ques- to have developed naturally, even in a rarely begets young. And it’s almost as tions let’s answer that it is a carnivore, magical world — say, the ability to tele- necessary that the dragon must live long eating only meat. It hunts alone or with a port long distances — you should leave before it reaches maturity; that is, before mate, and pounces on prey — often from the enchanted monsters and mad wi- it can beget more dragons. the air, of course. The dragon has few zards to the dice throwers. Moreover, natural enemies — man is the most when you do devise a monster which is The questions prominent — but its very low reproduc- un-natural, remember that it will proba- Let’s try to get at this in a more organ- tive rate keeps its numbers down. (Note bly be unable to reproduce, and in any ized manner. When you consider how a that the lower the reproductive rate, the event will probably be very rare indeed. proposed monster fits into the ecology, longer the individual of a species tends The third guideline, which ties in very you can ask several questions: to live.) closely with the second, involves defin- What does it eat? Dragons need lots of territory because ing the ecological niche occupied by a What factors, other than availa- they eat so much. Although the long creature. Your monster species cannot bility of food and habitat, hinder sleeping periods of a dragon preserve exist in a vacuum, sufficient unto itself. It the growth of numbers of the energy, a creature that big requires a is part of the world: it affects other crea- species? huge amount of protein and to tures in its habitat, and is affected by Where does it live? produce enough energy to fly. Different them, even when adventurers or other There are many corollary questions, species of dragon tend to favor different humans are not present. for example: terrains and climates; perhaps because The monster must fit into the system, Is it herbivorous, omnivorous, or of ‘the dragon’s size, individual species particularly the food chain, without de- carnivorous? cannot tolerate deviations from the ideal. 63 Dragon Vol. VI, No. 9

As for the last question, a dragon’s best pound) carnivore, 20 omnivores, and up find in a . Perhaps there’s a defense is its great offense: biting, poi- to 100,000 herbivores. peaceful, fairly large herd animal, with son, breath of fire, whatever. But it also If a creature seeks food alone (or with several subspecies, which reproduces at has a very tough skin, the ability to fly, its mate), rather than in a pack or herd, it a high rate and efficiently converts plants and (in some cases) intelligence of a low may exhibit territorial behavior. During to its own animal matter. The predators but formidable sort. mating time, at least, an individual will then live off these herds. Cattle and bi- occupy an area large enough to supply it son are rather large and dangerous prey Food gathering (and its family) with food, and chase for many predators, but some creature To describe the food-gathering habits away any other creature of its species like those, though smaller, might do. of a species, which have a lot to do with which attempts to cross the boundaries In dungeons, too, one finds a food- its statistics, I use categories adopted of the area. Its mate is the exception, of chain problem in an artificial ecology. from Game Designers’ Workshop’s ex- course. In many species the males set up The inhabitants can’t live off one another cellent game Traveller. The types are territories and then try to attract females. (or there would be no one left for adven- clearly and thoroughly explained in the Territories can be very sharply de- turers to fight), and in many dungeons rules; a summary is provided here. fined. For example, a bird may violently it’s impossible for all the inhabitants to Carnivores eat meat only. Pouncers attack a mirror placed within its territory, obtain food from outside, if only because are solitary creatures which leap upon seeing its reflection as a rival, but if the the region would soon be barren. I’ve prey from hiding, or after stalking it. mirror is moved just inches beyond the solved this problem in my world by creat- Chasers are usually pack animals which boundary the bird will ignore it. An inter- ing a giant “mushroom” which uses ab- attack after a chase; they have good en- esting kind of monster would hotly pur- sorbed heat from the earth, in place of durance but are not fast. Trappers use sue any intruder in its territory — but sunlight, to provide the energy which is some kind of device or construction to stop dead at the border unless the in- converted into food. capture prey. They tend to be solitary. A truder attacked it. Even undead and enchanted monsters siren is a trapper which uses a lure of Other creatures have fixed abodes but must fit into some ecological niche, in- some kind to entice prey into the trap. are not territorial outside the lair, while sofar as they cannot crowd out natural Killers are vicious creatures which at- yet others wander about for most of the species. Fortunately, these un-natural tack almost anything, and which seem to year. If the monster is an egg-layer, it monsters reproduce very slowly, if at all; enjoy killing for the sake of it. Obviously, might stop for more than a few minutes on the other hand, they do not die natu- pouncers and trappers (and some sir- to lay its eggs before moving on. Crea- rally. They don’t normally disturb the ens) must be able to hide well and move tures which rear their young —mammals food chain because they don’t eat, but silently. and birds, for example — will have dif- they may disturb or destroy the habitats Herbivores eat plants or unresisting ferent territorial habits from those which of natural creatures, and some may kill animals. Grazers spend most of their ignore their young. natural creatures just for the hell of it. If time eating, and for defense rely on flight the local inhabitants can’t fight back — or stampede if they are herd animals. Defenses imagine orcs against a powerful demon Intermittents are solitary creatures which Defenses can be classified as those — then the enchanted monster or un- spend less time eating. They sometimes which merely protect or preserve, and dead is going to strongly affect the ecol- freeze (like a rabbit) rather than flee im- those which harm an enemy. The first ogy. This must be considered on a case- mediately when confronted with possi- category includes speed of movement by-case basis, depending on the pur- ble danger. Filters take in and expel wa- (to facilitate escape), agility (for dodg- poses and vulnerabilities of the un-nat- ter and air, removing nutrients. They ing), unusual means of movement (flight, ural monster. tend to be slow-moving, if not immobile. burrowing), avoidance mechanisms such Omnivores eat a mixture of plants and as camouflage and small size, sheer bulk Getting ideas animals. Gatherers tend to eat plants (how many predators can kill an ele- So much for guidelines two and three, more than animals, behaving like inter- phant or a whale?), tough skin (includ- origins first and ecological niche. Actu- mittents. Hunters tend toward carnivor- ing dangerous coverings such as that of ally, I find that sometimes the origin ous behavior, while eaters will literally the porcupine), magic, and intelligence. comes second, not first. While the origin try to eat anything they encounter. Some The second category includes some of must be a part of the creature consistent beetles fit into this category. the above, such as speed and agility, with everything else, the impetus for Scavengers eat the kills of other crea- size, strength, “viciousness” (which can creating the creature may be a desire to tures. Intimidators scare animals away make up for a lot), intelligence, and mag- devise a monster with one unusual abili- from their kill. Hijackers suddenly steal ic. And in either category, numbers ty — say, a telkinetic power which ena- dead prey and carry it off. Carrion-eaters count, or perhaps we should call it coop- bles it to partially immobilize a victim. eat meat not wanted by the original eration among individuals — for exam- Once you know what power you wish to killers and stronger scavengers. Reduc- ple, in herd animals which warn each use, you can think about how this power ers, such as bacteria, continuously con- other of danger, or in pack animals might originate, and how the monster sume dead organic matter. which hunt together. might fit into the ecology. Some information garnered elsewhere: Moreover, I find that building a mon- Carnivores tend to be territorial (see The food chain ster around some unusual power results below) and more intelligent than herbi- When you think about ecological in a usable, perhaps outstanding, addi- vores. The majority of carnivores hunt at niches in your world which might be tion to the “world.” Unless it is afar out or night, and consequently tend to be color filled, consider first those which ought to extremely powerful ability, the monster blind. They also depend as much on be filled, lest the system fall apart. For is unlikely to be too powerful to use, and hearing and sense of smell as on sight. example, several writers have pointed you automatically avoid the danger of Omnivores tend to hunt alone. Carni- out that with all these monsters around, piling several abilities atop one another vores hunt alone, in pairs, or in packs. from orcs up to dragons, the food chain to create a super monstrosity. Not surprisingly, carnivores require a in the wilderness must be sorely strained. The guidelines pertain primarily to much larger area per creature than om- That is, while plants convert sunlight monsters you make from whole cloth, nivores or herbivores, because they’re at into food, something must convert plants from your imagination, but most also the top of the “food chain.” For example, into animal matter for the numerous apply to modifications of real beasts, a square mile might support one (9-18 predators (and omnivores) which we and to your own versions of mythologi-

64 March 1982 Dragon cal, legendary, and fictional creatures. Monsters from fiction unusual characteristic evolved. Even if Probably the average DM is better off In general, legendary creatures tend the creature is enchanted, why in the basing monsters on fiction or on real to be one-shot, made by someone, not gods’ names was it created with this odd creatures, at least to get some exper- fitting into the ecology, so you need this Achilles heel? Another example of this ience before he begins to make them up kind of comparison to give you some mistake is the monster which is deadly without a ready-made background. idea of what the monster can do. But unless you know the trick which makes it Real beasts are a great source of ideas, monsters drawn from fiction — for ex- harmless. The Pictish demons, for ex- if you’re willing to do a little research. ample, orcs from Tolkien or Kzinti from ample (as described in the Gods, De- Most people know a little about the hab- Larry Niven —often come complete with migods & Heroes supplement to the orig- its of mammals, but next to nothing background information about how they inal D&D rules) are frightening until you about insects, birds, fish, and plants. fit into the world. You may have to modi- learn to lie down —then they ignore you. Merely by increasing the size of a beast, fy the creature — for example, by reduc- This is an amusing change of pace for a you can create a monster out of an in- ing the Kzin to animal intelligence — in one-shot creature but would not work nocuous creature. (Yes, such increases order to make it fit into your ecology. for a standard inhabitant of the world. in size, including giant humans, are con- There’s a tendency to make creatures An example of how to create a monster trary to the laws of physics. But these derived from myth and fiction overpow- with one special power and avoid all the laws must stand aside somewhere; as- erful because the DM forgets to take the pitfalls might help. Let’s begin by giving sume that an unidentified magic nullifies fictional ecology into account. Classic the new creature a simple telekinetic the square-cube relationship.) among these is the tendency to rate Tol- power. The creature can hold down or Take birds, for example. The thrush kien’s Gandalf — he’s a kind of monster, immobilize an enemy or victim, or knock likes to throw nuts against stones in isn’t he? — as an umpteenth-level wizard fruits off a tree, but it could not use tele- order to get at the edible part. Might a merely because he is virtually the only, kinesis to pull a lever, turn a knob, use a giant thrush, or some monster with sim- and therefore the most powerful, spell- knife, or do any other detail work, even if ilar proclivities, try to smash a knight caster in Middle Earth. But if you com- it were trained to do so. against a rock in order to get the “nut” pare what he can actually do with what Unless the creature is very large, it out? The shrike, a small bird with surpris- characters from your game can do, you’ll could not immobilize a large victim —the ingly predatory tendencies, sometimes find that he wasn’t very powerful at all victim would drag the monster along. impales its victims on its beak. Think of a —in terms of the D&D® or AD&D™ rules, For no particular reason except a preju- (domesticated?) giant shrike streaking maybe an eighth-level cleric with a mag- dice against giantism, let’s take the al- into a party to impale a magic-user! What ic ring and the ability to use a sword. ternative approach: that the creature could a Pegasus rider do if harried by a Similarly, just because some monster hunts in packs to cooperate in immobil- flock of giant bluejays (which, in the real dominates a work of fiction, the DM izing large prey. Yes, the creature does world, can drive away owls and hawks)? thinks it should dominate or be powerful hunt — otherwise why the need for this Or, take bugs. Spiders conceal them- enough to dominate his world. He forgets telekinetic power? And flesh-eating mon- selves in a variety of ways when waiting that many role-playing worlds have a far sters are more fun, so let’s say this crea- for prey —such as the tent spider, which higher proportion of powerful magic and ture is an omnivorous hunter which eats builds an opaque web tent to hide under powerful creatures than any world of animals primarily, but is not averse to an until prey comes near. Other types ac- fantasy or science-fiction in literature. occasional juicy fruit or plant stem. tively catch flying creatures with web (Note that the words an author uses to Hunting in packs reminds me of the nets, while yet others wait in holes in the describe a creature don’t necessarily wolf. Wolves rely on their endurance to ground. One even emits a sticky sub- have the meanings used in your game. run down a victim, but let’s not follow the stance to immobilize a victim’s feet. Giant Gandalf is a “wizard” because he uses wolf idea too closely. Perhaps our crea- army ants would be formidable, for rea- magic, but this doesn’t mean he must be ture pounces on prey, utilizing its teleki- sons we can all imagine. a wizard, that is, magic-user, in a game netic power. If the prey isn’t caught with- Several species of carnivorous plants such as the D&D game, which allows for in a few seconds, the monster won’t try can be easily adapted to fantasy games, several types of spell casters.) to chase it. Having no need for speed, such as the Venus flytrap. Plants in the You can vary legendary or fictional our monster is relatively slow, but must sea, or animals resembling plants, also monsters, too — for example, a cocka- hide well in order to surprise its victims. catch and eat other creatures. trice which paralyzes or causes insanity, It must live in areas providing cover — You can also vary the habitats or abili- a foot-long Pegasus, a which probably brush or forests with heavy un- ties of real beasts. Someone has made shoots missiles from its horn, a ghoul dergrowth, certainly not plains. Since up land sharks, and what about flying which flies. Make them larger or smaller, the creature lies in wait for prey, it hunts lions or burrowing wolves? Many legen- change speeds, change means or medi- when most animals are active—the day- dary beasts, after all, are merely misper- um of locomotion, and so on. time, especially when new or failing light ceptions of real animals or combinations increases the chance of concealment. of them (e.g., the chimaera). But try not Not “all or nothing” Wolves are built for a long run, but our to forget the guidelines to monster mak- Whatever type of monsters you create, monster need not be. And unlike the ing. I have my doubts about land sharks... try to avoid dogmatic or draconian pro- wolf, it doesn’t need to fight — its prey is For legendary monsters, you usually nouncements. The “rule” is: Avoid all-or immobilized and helpless. So, let’s say have some means of comparison with nothing characteristics. For example, a the creature is four-legged but rather fat “real” beasts. If you know, for example, monster which is vulnerable only to cer- and roly-poly roundish, weighing 50-60 that a legendary monster was supposed tain rarely used spells, or only to a series pounds. It is not equipped with sharp to be twice as dangerous as a lion, and a of three or four spells cast in a particular teeth. Instead, it has a mouth shaped like lion has been defined in your game, you sequence, is a poorly designed creature. an elephant’s trunk, through which it can work from there to determine statis- If the players have ample opportunity to sucks a victim’s blood (or a plant’s jui- tics for the new creature. If a roc can learn of these peculiarities before they ces) until the victim is nearly dead. Then carry an elephant, it must be much larger encounter the beast, it will be a usable, the monster can chew bits of dead flesh than said elephant. If a man on a winged but not outstanding, creature. Aside from slowly, perhaps over several days. Be- horse could travel twice as fast as a real the all-or-nothing nature of the creature, cause the monster is slow and often sits horse, you have some basis for assign- which is bad for the gaming aspect of immobile for hours, it uses little energy ing numbers to the creature. role playing, it’s hard to explain how this and eats surprisingly little for its size. 65 Dragon Vol. VI, No. 9

To settle questions of reproduction, A summary of the creature’s statistics to 10 pounds at long range (2”-3”). It let’s recall our sort-of model, the wolf. as they might be expressed for use in an cannot move while using telekinesis un- We’ll say our monster has one litter of 6-8 AD&D™ adventure are as follows: less it is holding less than half the allow- live pups per year, in spring (mammal- able weight. Several can join together to ian). Many die from their inability to keep FREQUENCY: Rare hold one victim, perhaps taking turns so up with the pack. Those that survive ma- NO. APPEARING: 10-40 that all can approach and “drink.” The ture in 6 months and live for about 5 ARMOR CLASS: 8 weights given assume the victim is not years, if they’re lucky. The pack is pro- MOVE: 3” unusually strong for its weight. And if the miscuous; males and females do not HIT DICE: 2 victim is only partially immobilized, it have “mates” per se, but can freely in- % IN LAIR: Nil moves at a proportionately slower speed termingle provided the pack leader does TREASURE TYPE: Nil — effects may be compared to those of a not object. NO. OF ATTACKS: 1 slow spell. Humans and many other Generally, lone animals of this species DAMAGE/ATTACK: 1-2 plus suck blood creatures also gain a saving throw vs. could take small prey, but would fare for 1-4 per round thereafter paralysis which, if successful, effectively poorly in areas frequented by large ani- SPECIAL ATTACKS: Telekinesis halves the weight the monster’s teleki- mals, especially large predators. Perhaps SPECIAL DEFENSES: Nil netic power may hold. an individual driven from one pack would MAGIC RESISTANCE: Standard What about a name? I keep a list of join another — nature’s way of insuring INTELLIGENCE: Semi to low names I’ve picked up from literature, against continual inbreeding. Sometimes ALIGNMENT: Neutral from other players, and who knows an overlarge pack might divide, or two SIZE: S where else, because I’m not much good packs reduced in numbers by fights, PSIONIC ABILITY: Nil at making them up. I call this monster the famine, or disease might merge togeth- Attack/Defense Modes: Nil “Starkhorn” — for its “trunk,” I guess — er. The packs may be loosely territorial. When the creature hits a victim it at- but perhaps you can think of something Probably an area of many square miles taches to it and sucks blood each round better. could support only one typical pack of thereafter until one or the other is dead, Aside from simple encounters in the 10-40 individuals, which would continu- or until the pack flees. The creature can wilderness, this monster may be most ously move about within the territory. stand immobile for hours. Its hair tends useful to a DM when domesticated to Altogether, this monster’s role is that to be the color of the terrain it typically guard an area or to assist a magic-user. of a medium-sized flesh eater which can hides in — e.g., dark greenish in a forest. I don’t want to give the impression de- take both small prey, like rabbits, and the The creature surprises on a 1-4 on a d6 in signing monsters is a mechanical pro- occasional large animal, like cattle, with- suitable terrain when lying in wait. cess. Inspiration, if not romanticism, is a out presenting much danger that it will Thanks to their intelligence, these ani- necessary element, particularly when the overrun the countryside. mals are easily trained, but they occa- monster first takes shape. Without a de- This creature’s natural defense is num- sionally choose to ignore orders. cent idea, you won’t get good results. bers and cooperation between members The telekinesis ability is easy to define The sources and guidelines described in of the pack. The latter may require a sig- now that we‘ve determined the other this article will help you turn a good idea nificant intelligence. Armor class, hit characteristics. Each creature can im- into a good monster, and help you avoid dice, and attack statistics need not be mobilize animals up to 30 pounds (300 turning a lousy idea into a lousy mon- outstanding, for the creature relies on gp) in weight at close range (up to 1”), 20 ster. But no one can tell you how to turn a telekinesis and its considerable size. pounds at medium range (1”-2”), and up lousy idea into a good monster.

‘Priceless value’ I’ve ever seen). I therefore would like to pro- pose a different method for reprints: Handle it Dear Editor: like the DRAGONTALES anthology. Print a When I read “Two Magazines?” from Jim magazine with all the Sorcerer’s Scroll arti- Dopkin (Out on a Limb, #56), I was extremely cles, or a book of monsters from the Dragon’s surprised and outraged by his suggestions. Bestiary, including for example, all the mon- Overpriced? Like all TSR products?!? I found sters from one year, and print it each year. I myself wondering what he was talking about! personally would love to see all the NPC From my past experience with DRAGON classes under one cover. and TSR I have always found the items rea- A single book/magazine for each special sonably priced. In fact, they are a bargain and feature you normally print would let people (Continued from page 4) are of priceless value because of the hours choose exactly what they want reprints of, not multiple proficiency in one item. For each upon hours of fun and fantasy they have entire issues but articles from many issues. I proficiency past the first, the character gains brought me. I cannot see how anyone who hope this is feasible, because I am dying to a bonus: +3 for fighters, paladins, and rangers, plays D&D seriously can call it overpriced. see the old NPC classes and monsters which +2 for clerics, druids, thieves, assassins, and Nels Bruckner appeared in the first DRAGON magazines. bards, and +1 for magic-users, illusionists, Jasper, Ore. Howard Chu and monks. Bloomfield Hills, Mich. Using this system, I have in one of my cam- paigns a 6th-level elven fighter with quadru- Howard’s letter was received in late De- ple proficiency in the longbow. He has a +9 Reprints revisited cember, at just about the time our second from special proficiency, +1 from good dex- volume of reprinted articles was getting to the terity, and +1 from being an elf for a total of Dear Editor: store shelves. It’s no coincidence that the +11, which means, quite simply, that anything In issue #53 (Out on a Limb), concerning Best of DRAGON™ Vol. Il collection includes, with an armor class of 5 or worse (at short the subject of magazine reprints, Chris Doyle among other things, many of the old Sorcer- range) is dead meat as far as he is concerned. comments on two types of collectors, those or’s Scroll columns and most of the NPC Then again, he can’t tell a mace from a hal- who want to keep issues for souvenirs and classes from the olden days. As for single- berd. In any case, I am hoping that someone those who want original copies. There is volume presentations, such as a Dragon’s besides myself may profit from the employ- another type of collector, though: those who, Bestiary collection: We have no such plans at ment of these points. like me, want only the articles themselves and this time, but if we keep getting friendly per- Matt Rogers could care less about fancy artwork (although suasion from people like Howard, maybe our Deerfield, III. this magazine has some of the best artwork plans will change. — KM

66 March 1982 Dragon Convention schedule

FANTASYLAIR ‘82, March 13-14 — Ponca City, Okla. is 2 hours MUNCHCON II, April 16-17 — To be held in Corbly Hall on the from Wichita, Oklahoma City, and Tulsa, and 6 hours from campus of Marshall University in Huntington, W. Va. Guest Dallas and K.C., according to the sponsors of this event, the speakers will include Richard and Wendy Pini, Jean Lorrah, Northern Oklahoma Dungeoneers. The convention will feature and (tentatively) L. Sprague and Catherine deCamp. Seminars, continuous gaming of all types, including an official Pente D&D tournaments, films, and an art show are on the schedule tournament, an AD&D Open, and several other smaller AD&D —and admission is free! For details, send a SASE to Marshall tournaments. A “Monster Mash” ball featuring a costume con- University Society, Memorial Student Center, test will be held on Saturday night. Admission is $10/day. Write: Marshall University, Huntington WV 25701. Northern Oklahoma Dungeoneers, P.O. Box 241, Ponca City OK 74602. TRI-STATE CON, April 16-18 — Role-playing games, board games, miniatures, painting competition, seminars. For more SIMCON IV, March 19-21 —A gathering of gamers to be held at information, write to Tri-State Con, P.O. Box 40455, Cincinnati the psychology building on the University of Rochester River OH 45240, or call (513)671-3791. Campus. Admission is $5 per day, either by mail or at the door. More information is available from SIMCON IV, P.O. Box 5142, CONTRETEMPS, April 23-25 — A science-fiction convention Rochester NY 14627. to be held in Omaha, Neb. Further information is available by writing to: Ship to Shore, P.O. Box 12373, Omaha NE 68112. LUNACON 25, March 19-21 — One of the longest-running regional science fiction conventions in the United States, the MARCON XVII, April 30-May 2 — The University Hilton Inn, next Lunacon will be held at the Sheraton Heights Hotel in 3110 Olentangy River Road, in Columbus, Ohio, will the site of Hasbrouck Heights, N.J. Special guests will include author this convention, which features guest of honor Hal Clement. Fred Saberhagen and artist John Schoenherr. The event is Admission prices are $12.50 through April 1, $15 at the door. staged by The New York Science Fiction Society, otherwise For more information, write to Marcon XVII, P.O. Box 2583, known as The Lunarians, Inc. For more information, contact Columbus OH 43216. Lunacon 25, P.O. Box 338, New York NY 10150. LEXICON I, May 1 — Role-playing games, wargames, comics, STELLARCON VII — QUASICON, March 26-27 — A mini- and many other subjects will be part of this one-day event in the convention scheduled for the University of North Carolina Bishop Kearney High School hall in Rochester, N.Y. For details, campus in Greensboro. Films, guest speakers, a costume con- write to Mike Bovard, President of the Bishop Kearney Gaming test, computer demonstrations, and many types of gaming Association, 24 Leonard Crescent, Penfield NY 14526. events will be on the agenda. For more information, send a self-addressed, stamped envelope to SF3, Box 4 E.U.C., UNC- WARGAMERS WEEKEND, May 21-23 — This fourth annual Greensboro, Greensboro NC 27412. event will be held in the DAV Hall in Newburyport, Mass. Spon- sors are the Newburyport Wargamers Association and the Toy METRO CHICAGO GAMES FEST, March 27-28 — A gaming- Soldier hobby shop. Admission is $3 per day ($1 for Friday for-charity event sponsored by the Compleat Gamer shop. evening) in advance, or $4 per day ($2 for Friday) at the door. Tournaments will be staged at the Howard Johnson Motor Tournaments are scheduled in role-playing games, historical Lodge in Palatine, III. All proceeds from the two-day gathering games, miniatures, and board games. Overnight accommoda- will go to the Easter Seal Society. For details, call the Compleat tions and refreshments will be available at the hall. For more Gamer, (312)934-0020. details, contact The Toy Soldier, 20 Unicorn Street, Newbury- port MA 01950, phone (617)462-8241. MAVCON ‘82, April 2-4 —A gaming convention offering fanta- sy, science fiction, and wargaming competitions. The site will CONQUEST Ill, May 28-30 — SF author Norman Spinrad will be the University of Texas in Arlington. More information is be the guest of honor at this gaming event, to be held at the available by writing to MAVCON ‘82, Box 19348-50, University Continental Hotel, Kansas City, MO. Tournaments are sche- of Texas, Arlington Station, Arlington TX 76019. duled for AD&D and TFT players, among others, and a game room will be open round the clock. Registration is $9 until April SPRING REVEL, April 3-4 — More fellowship and fun from TSR 30, $12 thereafter. Contact: CONQUEST III, P.O. Box 32055, Hobbies, including all of our — and your — favorite games, Kansas City MO 64111. food, etc. Just drop in at the American Legion Hall, 735 Henry St., Lake Geneva, Wis., or for more information write: Spring GRIMCON IV, May 28-31 —A fantasy and SF gaming gathering Revel, c/o TSR Hobbies, Inc., P.O. Box 756, Lake Geneva WI to be held at the Oakland Hyatt House, Oakland, Calif. The 53147. Admission prices are $3 for the weekend or $2 per day. schedule includes all the usual convention attractions: films, dealers, demonstrations, and lots of tournaments. Pre-registra- SCIENCE FICTION WEEKEND, April 8-11 — This will be a tion cost is $14 for all four days. At the door, a four-day ticket large exposition at the Registry Hotel in Irvine, Calif., to be will cost $17, and single-session admission at the door is $7. concerned primarily with science fiction literature and games, More information is available by writing to GRIMCON, P.O. Box but also scheduled to include tournaments for D&D players and 4153, Berkeley CA 94704. gamers of other persuasions. The salesroom will have more than 50 tables of merchandise which should interest SF and M.I.G.S. Ill, May 30 — The Military Interests and Games Society fantasy fans. Several special programs, panel discussions, and will stage this event at the Kitchener-Waterloo Regional Police an awards luncheon are scheduled. Full memberships are $12 Association Recreation Centre in Kitchener, Ontario, Canada. apiece in advance or $17.50 at the door. One-day admission Seminars, painting contests, a flea market, board-game com- prices are $5 for Thursday and Sunday and $7.50 for Friday and petitions, and miniatures tournaments are among the sched- Saturday. Contact: Science Fiction Weekend, c/o Fantasy Pub- uled events. Contact: Les Scanlon, President of M.I.G.S., 473 lishing Company, 1855 West Main St., Alhambra CA 91801. Upper Wentworth St., Hamilton, Ontario, Canada L9A 4T6.

67 Dragon Vol. VI, No. 9

Reviews by Bill Fawcett

Photographs by Kathy O’Donnell RAL PARTHA CITADEL

Paladin in Chain Prop: 7 Det: 6 Anim: 7 Tech: 6 This fully armored fighter comes with a pack that appears equipped for a dun- geon adventure.

Griffon Prop: 8 Det: 7 Anim: 6 Tech: 7 This beast shows plenty of evidence of Ral Partha’s usual attention to detail, nicely blending the griffon’s avian and feline characteristics. The wings are attached at two points, making the assembled figure quite sturdy.

BOARDCRAFT

Fantasy Paths Three different sets of these strong, durable dungeon floors are available. Monk Each set includes 54 top views of rooms, passages, cottages, and so forth. Prop: 6 Det: 7 Mounted on thick cardboard and printed in four colors, these playing aids Anim: 6 Tech: 7 rank as the Cadillac of dungeon floor sets. (At Cadillac-style prices, unfortu- A lantern, rope, and crossbow are nately.) The wide variety of shapes and formats make them usable in just among the useful items visible in the about any underground situation. pack of this adventurer. 68 March 1982 Dragon

CASTLE CREATIONS Super Spies Prop: 6 Det: 5 Anim: 5-7 Tech: 6 Two sets of espionage artists are part of the Castle Creations line. All suitable for use with the TOP SECRET™ game, the sets include spies made famous in books and movies.

KNIGHTS & MAGICK Samurai Warlord Prop: 6 Det: 7 Anim: 6 Tech: 7 This set from Heritage includes mount- ed and dismounted warriors and an ac- curately dressed retainer. Both figures have both types of Samurai swords.

NAVWAR

Samurai (15mm) Prop: 7 Det: 7 Anim: 6 Tech: 7 Above-average detail and properly proportioned limbs are the hallmarks of this moderately priced line of figures.

HERITAGE MODELS Women of (bottom left) and Sorcerers of Conan (bottom right) Prop: 6-7 Det: 6 Each of these sets brings life to four*characters from the legendary Conan . The women are all Anim: 6-7 Tech: 7 heroines from various tales, and each of the wizards is appropriately posed in the act of casting a spell. 69 Dragon Vol. VI, No. 9

70 March 1982 Dragon

71 Dragon Vol. VI, No. 9 STARFIRE III adds strategy to tactics Reviewed by Tony Watson

Two of the more interesting games in Task Force’s extensive line of science fiction and fantasy games are STARFlRE and its sequel, STARFlRE II. Both space games (reviewed in DRAGON™ #47) are tactical, concentrating on ship to ship combat between vessels. The third game in the series, STAR- FlRE III: EMPIRES, changes that to give the game a strategic framework. EM- PIRES, in essence, completes the set; players are now both tacticians and stra- tegists, admirals and policy makers. STARFlRE III allows players to make economic and political decisions about the management of their empires and reasons for fighting battles. Tactical bat- tles gain importance beyond any scena- rio victory conditions, and become the incidents that win and lose empires. (It should be noted that STARFIRE III does systems. The game has no counters; re- mercantile net and warships for the pro- not stand alone; STARFlRE at least is cords are kept on paper while tactical tection and aggrandizement of steller required to conduct battles.) encounters are managed with STARFlRE real estate. Percentile dice rolls deter- EMPlRES is a fairly complex game and STARFlRE II counters and maps. mine planet values; the values of unin- with a great deal of detail. From two to The base of EMPIRES’ strategic ap- habited worlds can be increased by co- six players each manages the affairs of a proach is its economic infrastructure. Ionization; inhabited worlds that become burgeoning interstellar empire among Planets are exploited, with profits financ- allied (that is, the natives peaceably ac- the six home systems and sixty other star ing freighters for tying systems into the cept amalgamation) can increase their

72 March 1982 Dragon value; conquered systems offer no such tems can be inhabited by intelligent, bonus. Die rolls also determine the pres- technically advanced races. Rules are ence of intelligent life, as well as popula- included for conquering planets — and tion size and technical level. To success- supressing rebellions of conquered fully integrate a world’s economic value worlds — as well as more mundane with the rest of the empire, merchant events like non-player reactions. ships of sufficient tonnage to transport EMPlRES has some interesting nuan- the world’s output must be built and ces. Players compete for economically routed through the world on regular rich systems, but because of the move- runs. Commerce rading thus becomes ment system, which allows movement an important element in strategy; it is only between systems connected by warp possible to cripple enemies by preying lines, some stars gain strategic impor- on their merchant shipping, cutting off tance for the movement opportunities the empire from its resources. they present. The warp line method tends Megacredits collected can be spent on to channel fighting and intensify battles. a number of things: colonization, increas- At the same time, the randomness of the ing technology, and starships. Most mo- system generation procedures and warp ney will be used on the last, since the lines help insure campaigns are different. STARFlRE system emphasizes ship-to- STARFIRE III offers a surprising a- ship action. Returning from the previous mount considering its size and price. games are the plethora of beam wea- However, there are drawbacks. Ground pons, missile and gun launchers and combat is completely ignored. Also specialized systems for tracking, scan- missing are victory conditions; partici- ning, and exploration. Some new items pants apparently must negotiate this. are offered: transit instruments for re- The rules themselves need tighter organ- cording warp lines, capital ship missiles ization and clarity. Finally, a STARFIRE to give larger ships a distinct edge over campaign is time-consuming —certain- their smaller brethren, minefields, long ly not something to set up and play in a range scanners and pressor beams (the single sitting. Fighting battles alone takes opposites of tractor beams). All of these a lot of time. The STARFlRE tactical sys- new additions make some sense and tem plays quickly, but a medium sized contribute to the game system. Some, battle can last an hour to 90 minutes, and like the transit instruments, are required battles are fairly frequent. Fortunately, because of the new strategic aspect of the nature of the game allows easy set up the game, while others, such as the capi- for playing in installments. tal ship missile, are offered to rectify EMPIRES has a few problems, but is what the present designer felt were om- still an impressive framework for a misions or needed changes from the first STARFIRE campaign that can be tin- and second games. kered with and added to. The game is not EMPlRES also deals with political rela- exactly a must for STARFlRE players, tions between empires, concentrating but adds some new dimensions. on non-player/player relations. As men- STARFlRE III: EMPlRES is available in tioned previously, newly discovered sys- retail outlets only and sells for $3.95.

‘The Epic Game of Sorcery’? DEMONLORD is what it claims

Reviewed by Tony Watson Demonlord, clad in purple robes, green cape and golden breastplate, his arm up- On the cover of the box for DEMON- raised in spell-casting while his vast host LORD is the subtitle “The Epic Game of is assembled behind him, is visually Sorcery and Conquest”. This is a fairly striking. The attention to artwork and bold claim for a game that comes in a graphics is continued throughout the package just a shade over four inches by game. The 12” x 14” heavy cardstock seven and sells for under five bucks. One map is very colorful depicting the could raise a serious question as to steppes, hills, forests and streams of a whether a design produced under such section of the continent of Narth. The parameters could really measure up to perspective is a bird’s eye view; terrain the term “epic”. After an examination of features are irregular and do not fill the DEMONLORD, this reviewer can only entire hex. A given hex could have two or conclude that the game does indeed rise more different kinds of terrain but the to its cover claim. The game is well de- problems this might entail for movement signed, physically attractive, and com- is nicely circumvented by the fact the bines a broad scope with an intelligent movement costs are assessed per hex- and appropriate use of detail. side crossed rather than hex. DEMONLORD’s cover is a real atten- The counters, 154 in number, are tion getter. Charles Vess’ painting of the equally as attractive. Effective and ap- 73 Dragon Vol. VI, No. 9 propriate use of color highlights the costs of terrain varies with the type of rules are Included. The besieger can playing pieces. Demon forces are pur- unit. Stacking is unlimited, so both sides choose to sit back and invest the citadel, ple, the troops of the Hosar alliance are tend to group their forces together into which is less costly but more time-con- gold, and the various neutrals come in two or three armies under command of suming than the second option, the shades of blue and green. Silhouettes, in one or more of the handful of leaders bloodier and quicker assault. As in field a great variety of styles (many are unique available for each. Leaders are impor- battles, the leadership and magic ratings to a particular unit) serve both decora- tant: unled troops move at half rate for of leaders play important roles. tive and functional purposes. They de- one thing, while commanders make im- In addition to battle magic, magic us- note the type of unit, such as foot, horse, portant contributions to combat and are ers can use more strategic spells, de- leader, or monster, and their shading, the workers of magic. pending on the power of specific sorcer- either white, black outline, or solid black, Battles occur when forces of both or. The exact spells for each side is de- indicates armor class. sides occupy the same hex. The troops termined randomly, by picking chits, DEMONLORD’s 24 pages of rules are involved are removed off the board to set though a player may choose one chit of coherent, nicely organized and easily up in battle line. Terrain determines the his choice and give up one random pick. understood. Pertinent charts and tables, size of each side’s line as well as modify These spells include things such as earth- as well as a pictorial battle order and a the strengths or certain types of units. pit which effects the movement of ene- listing of all important die rolls and die For example, missile fire is rendered less my units or necromon, which allows the roll modifiers are contained on a large effective in battles in forests and heavily Demon player to resurrect recently elim- fold out sheet. armored troops are at a disadvantage inated units. The adds The rules themselves are a fine bal- when crossing streams. Units are match- considerably to the game’s play and fla- ance of intricacy, simplicity and chrome. ed up one by one, until the battle line vor, but doesn’t overpower the military There is enough complexity to keep the maximum is reached or someone runs aspects of the game. game interesting and to account for the out of troop counters. Leaders are stack- Both sides can attempt to augment more salient aspects of this type of war- ed with units that might need the help their forces by attempting to influence fare. The basic mechanics of movement —leaders can use battle magic against the five neutral powers. Successful rolls and combat are compact enough to al- opposing units in hopes of temporarily bring that force in on the player’s side, low for a large section on magic and lots lowering their morale factor. Three unit though allies can be fickle and can revert of little goodies like alliances with neu- ratings come into play in battles: missile to neutrality or even join the enemy in trals, invocation of magical entities and value, melee value and morale. Missile adversity. Each side can ask for rein- troops and a thoughtful system of victo- fire, for both sides, precedes melee, forcement, at a victory point loss, from ry points. though both procedures are essentially off board areas. Invocation of special Movement is a function of hexsides the same. The attacker must roll his at- magical units can be accomplished by traversed and movement mode of the tack factor or less (subject to modifiers magic users at specified temples. For unit (either foot, cavalry or winged); for armor, terrain and leadership) to hit example, a Demon magic user can at- the target; if he does, the target must roll tempt to conjure an army of gargoyles, less than its morale factor to be unaf- trolls and dire wolves at the temple of fected, the morale throw being made on Ninghiz. only one die. If the morale rating is Victory in DEMONLORD is either by matched, the unit routs. It will be saved if sudden death, when one player seizes its side wins the battle and taken prison- control of the other’s capital, or more er if not; in any case, the unit is removed likely, by victory points. These are ac- from the line of battle. If the morale rat- cumulated on a per turn basis for such ing is surpassed, the unit is destroyed things as controlling more fortresses outright. Combat continues in rounds than the enemy, holding enemy cities, until one side is wiped out or decides to winning battles, and having fewer allies withdraw. withdrawing units must make than the opposition. an automatic morale check, which can I was quite pleased with the game; it’s lead to disaster if the withdrawing forces fun to play, colorful and filled with inter- are of poor quality. esting little nuances. The designer has Walled cities and castles figure promi- added features, such as the alliances nently in the game, mostly as sources of with neutrals, variable reinforcements victory points, so some simple siege and variable setups for some units, to insure the game does not become repeti- tive. The combat system is an intelligent treatment of the medieval-style fantasy encompassing factors such as weapon- ry, troop type, morale and armor as well as a healthy dose of magic. Enough thought has gone into setting the scene, that it is relatively easy for the players to get into the spirit of the game. For five bucks, DEMONLORD is a real bargain; it is one of the few games where I feel I got more than I paid for. DEMONLORD, designed by Arnold Hendrick, comes boxed and sells for $4.95. The game is designed for two and plays in three or four hours. DEMON- LORD is a Dwarfstar game, a division of Heritage USA, and as far as I can find out, is available only through retail outlets. 74 March 1982 Dragon

Reviewed by Chris Henderson on the public and scored a quick buck, late taxes, play its owner a game of but chose not to. Author William Tuning chess, backgammon — or anything else THE BEST OF RANDALL GARRETT was given the task of studying Piper’s —and a lot more. Robert Silverberg, editor work and continuing his Fuzzy saga. Herbert has compiled the information Timescape Books 835574-2 With amazing clarity, and a strong grasp needed for anyone who wants to either $2.95 of what Piper’s writing was all about, buy, or at least think of buying a home Tuning produced a totally enjoyable computer. He explains what is coming, Could it be that something is getting , one well worthy of being called and why most everyone will need some better, instead of worse, for a change? If the sequel to Little Fuzzy and Fuzzy form of home computer before the 80’s this collection is any indication, maybe. Sapiens. are over. He teaches the reader how to Science fiction is a field famous for its Its nearly 400 pages (a record these write programs, how to understand rip-offs: Shoddy volumes of the stuff days in the genre) contain too much sto- computers, and how to buy one. It is a have been hurried together and dumped ry to relate here. Suffice it to say that the simple book, written in easily understood on the market for the unsuspecting buy- book goes into the anthropology of the language. It is not a great book — but, ers since the paperback book was in- Fuzzies, examining why they seemed then, most necessary books aren’t. vented. The Best of Randall Garrett is out of place on the planet where they not one of those books, however. Thank were first found by man. Tuning received goodness. help in developing the book’s science Lord Darcy is Garrett’s most famous from a number of people, Robert For- IN IRON YEARS and most popular character and the ward and Robert Heinlein among them, Gordon R. Dickson aristocrat-detective shows up in both assuring the reader of accurate as well Ace Books 0-441-37077-2-250 The Eyes Have It, a tale of scientific sleu- as entertaining premises throughout. $2.50 thing, and in The Spell of War, an ac- Few science fiction series were written count of young Darcy’s first experience with such warmth or regarded as highly Gordon Dickson is the creator of the as a subaltern in the army. by the public as this one. It makes one Dorsai series. In recent years, he has Along with these is The Hunting Lodge, feel good to see something so beloved done little more than churn out one Dor- possibly Garrett’s best-known story. Nine treated with such respect. sai novel and story after another, until other tales round out the volume, each some of it has gotten a tad threadbare. one helping to demonstrate the author’s To some people, Dickson’s name has bizarre wit. There is a subtle effective- THE ESSENTIAL GUIDE TO HOME taken on a few spots of tarnish; they keep ness to his stories; much of the intrigu- COMPUTERS waiting for him to write something else. ing word-play Garrett is known for sur- Frank Herbert Since the author does not seem so in- faces readily in this collection. Pocket Books 0-671-43964-2-595 clined, Ace Books has put out a collec- And, on top of all this, one of the au- $5.95 tion of his short stories ranging over 20 thor’s friends or admirers, introduces years of his lengthy career. Included are each story, a list that includes Marion Computers have been with us as a humorous stories such as Zeepsday from Zimmer Bradley, Ben Bova, Norman concept for more than 30 years. Although the early 50’s, to the title story, written Spinrad, Isaac Asimov, and Philip Jose most people don’t understand them, only a few years ago. Farmer. practically anyone can tell you that a All of the stories, no matter how whim- Collections come out all the time, but computer is a thinking machine. We all sical or serious, however, deal with an know them to be tools used by corpora- only a few are worth buying. This is one Earth of the future. It is a crowded, often of them. tions, governments, hospitals, school deadly, complicated and dreary place, in districts, and other large impersonal bo- many ways hateful and loathsome. The dies. Recently, however, they have start- subject matter ranges from the goings FUZZY BONES ed to make themselves more available to on in an inter-galactic small-claims court, William Tuning Ace Books 0-441- the public. to the firing of a secretary with tenure. 26181-7-250 To most people though, the idea of a $2.50 home computer is still on the same level The problem with describing the sto- as a family jet. Home computers seem to ries as a group is that, outside of the very H. Beam Piper endeared himself to be pretty much of an extravagance to good writing and the wit and grace that millions with his alien race novels “Little most people, a lot of money for a pur- went into each, there is little unity of Fuzzy,” and “Fuzzy Sapiens.” Although poseless toy. Buying an expensive, use- style to allow quick bunching. he wrote another “Fuzzy” novel, it was less gadget which takes a masters de- Like most good Dickson stories, the lost shortly before his death and has gree in electronics to operate is not most seven in this collection are filled with never been found. folks’ idea of a wise investment. surprises. It is good standard science fic- So, someone finding Fuzzy Bones on a The truth is, however, that computers tion fare, with a number of enjoyable bookstore shelf might mistake this for are now priced within the budget of the jolts and twists thrown in to elevate it the lost Piper classic. This isn’t the case, ordinary home. They are extremely use- from the average to the highly enjoyable. but it’s no reason to be disappointed. ful, and they are fairly simple to both Dickson is at his best here, showing the Ace books, having the rights to pub- program and run. stuff that made him a Hugo and Nebula lish Piper’s works and pastiches of the A home computer can balance bank winner. In Iron Years is not a great col- same, could have palmed anything off statements, pay bills, plan meals, calcu- lection, but it is a good one. 75 Dragon Vol. VI, No. 9

THE ART OF LEO & DIANE DILLON wrote a marvelous text that nicely comple- Byron Preiss, editor ments nearly 130 illustrations. Most of the Ballantine Communications pieces also have an accompanying para- 5-28449-6-1495 $14.95 graph or two with background for the work. The Dillons have perfected a wide range One force that helped make science fic- of styles and mediums in more than twenty Finally, tion and fantasy respectable was the art years as illustrators. Of the 48 color plates, book. Showing the world the genre had the same method of creation is rarely used more to offer than just “comic book art” twice: watercolors, pen and ink, wood- an art book spread appreciation for it. Unfortunately, cuttings, rubber cement resist, bleaching, many collections suffered from an obvious crayons, pastels and more. as good lust to exploit a new market. Why, how, and And, although the book is the price of when they were painted—details like these three admissions to “Raiders of the Lost were rarely given to the reader. Ark” the expense is worth it. This is a vo- as its art This, at least for one stunning volume, lume that is easy to return to again and has changed. The Art of Leo & Diane Dillon again, and in the long run, afar more enjoy- is in all respects what an art book should be. able experience than still another Frazetta First off, the history of both artists is giv- book. This one was made with some small en. Editor Byron Preiss and the Dillons thought given to the audience, and it shows.

ABOVE: Two watercolor and pastel paintings. A Wrinkle in Time (left), a 1979 painting, and Mystic in Love, completed in 1973.

76 March 1982 Dragon

ABOVE: (clockwise, from upper left) I Have No acrylic; a 1978 pastel and water color cover for Mouth and I Must Scream, a 1967 casein; The Cricket Magazine; and The Other Glass Teat, a Eagle and the Raven, a 1978 gouache; No 1975 watercolor and acrylic. Doors, No Windows, a 1975 watercolor and 77 Dragon Vol. VI, No. 9

78 March 1982 Dragon

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