February 1982

1 Vol. VI, No. 8

Vol. VI, No. 8 February 1982

Publisher ...... Jake Jaquet In the September 1981 issue (#53) of My point is, simulation of acts of vio- Editor-in-Chief ...... Editorial staff ...... Bryce Knorr DRAGON™ magazine, I editorialized lence will inevitably be interpreted as the Marilyn Mays against “assassin” and “killer” games, real thing by those not aware that the Gali Sanchez expressing my fears for potential tragedy action is only simulation. That’s why Sales ...... Debbie Chiusano to players and potential damage to the someone holding up a bank with a plas- Circulation ...... Corey Koebernick image of the hobby of role-playing gam- tic replica of a pistol may be charged Office staff ...... Cherie Knull ing. Unfortunately, those fears are being with armed robbery, even though no real realized. weapon was used in the crime. It is the Contributing editors . . . . Roger Moore On the evening of December 5, 1981, a perception of the simulation that matters. student at California State University at Beyond the potential for tragedy (I will This issue’s contributing artists: Long Beach was shot by campus police not even go into the reports I’ve received Donna Barr during a game of “Assassin.” According of idiotic antics like climbing out third- Harry Quinn to the Los Angeles Times Service and floor windows on ropes made of bed- David Larson Phil Foglio United Press International, Mike Reagan sheets to avoid “assassination” — stu- Roger Raupp David Trampier and a companion, Julia Gissel, both 19 pidity is stupidity, no matter what the James Holloway years old, were seen by campus police context), there is the problem of how the getting out of a car, carrying what ap- non-gaming public perceives this type of DRAGON magazine is published monthly by Dragon Publishing, a division of TSR Hobbies, peared to be rifles. (In actuality, the “ri- game and those who play it. At St. Am- Inc. Subscription orders and change-of-address fles” were simulated M-16s that used brose College in Davenport, Iowa, an notices should be sent to Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147. Tele- rubber-band ammunition.) assassin-type game (they call it “God- phone (414) 248-8044. Sgt. Stephan King of the university po- father”) has been organized. A St. Am- lice observed the couple moving along a brose professor, John Greenwood, has DRAGON magazine is available at hundreds of hobby stores and bookstores throughout the walkway rattling doors, and shouted, sponsored a resolution circulated among United States and Canada, and through a limit- “Freeze, police!” The woman stopped, faculty members that criticizes the game, ed number of overseas outlets. Subscription rates are as follows, with all payments to be but Reagan turned around, assumed a and a Davenport newspaper reported, made in advance: $24 for 12 issues sent to a U.S. squatting position and pointed the toy “...he (Greenwood) thinks it (Godfather) or Canadian address; $50 U.S. for 12 issues sent via surface mail or $95 for 12 issues sent via air gun at King. The sergeant fired his real can easily get out of hand — much like mail to any other country. gun three times, wounding Reagan in the ‘Dungeons and Dragons’ game.” It’s the chest and leg. Reagan was admitted bad enough that Mr. Greenwood appar- A limited quantity of certain back issues of DRAGON magazine can be purchased directly to the intensive care unit of a Long ently has a misconception about the from the publisher by sending the cover price Beach hospital and listed in guarded D&D® game in the first place, but now it plus $1.50 postage and handling for each issue ordered. Payment in advance by check or mo- condition, but was released from inten- is being reinforced in a negative manner ney order must accompany all orders. Payments sive care and listed in in stable condition with the “Godfather” game, and further cannot be made through a credit card, and orders cannot be taken nor merchandise “re- as of December 9. University officials he is being quoted by the media as served” by telephone. Neither an individual cus- said King apparently believed the couple equating the two. tomer nor an institution can be billed for a sub- were burglars. There had recently been Now, the only result of a D&D game scription order or back-issue purchase unless more than a dozen break-ins in the area “getting out of hand” I can think of is prior arrangements are made. where the shooting occurred. oversleeping the next morning from play- The issue of expiration for each subscription is printed on the mailing label for each sub- In retrospect, yes, the policeman was ing late into the night. And certainly no scriber’s copy of the magazine. Changes of ad- wrong, the couple were not a pair of bur- one is going to mistake a group of people dress for the delivery of subscriptions must be received at least 30 days prior to the effective glars, and their guns were not real. But sitting at a card table rolling dice and date of the change in order to insure uninter- what would you have had the policeman talking for doing anything more than rupted delivery. do? Wait to see if he gets hit by a burst of playing a game. But since both “conven- All material published in DRAGON magazine slugs or just a rubber band? I’m sure tional” games (those played with paper, becomes the exclusive property of the publisher proponents of “Assassin” or “Killer” or pencil, dice and imagination) and these... upon publication, unless special arrangements to the contrary are made prior to publication. any of the other so-called “live” role- these...these things involving players run- DRAGON magazine welcomes unsolicited sub- playing games (and I still disagree with ning around with rubber-band guns are missions of written material and artwork; how- ever, no responsibility for such submissions can that term: “live” role-playing as opposed viewed the same by people with good be assumed by the publisher in any event. Any to what, dead role-playing?), would say intentions but not all the facts, I’m afraid submission which is accompanied by a self- that the area should have been declared some day you’ll hear, “Fantasy role- addressed, stamped envelope of sufficient size will be returned to the contributor if it cannot be off limits to the players because of the playing? Oh, yeah, some kid in Califor- published. high crime rate, or that Reagan should nia was playing that and got shot, didn’t DRAGON™ is a trademark for Dragon Publish- not have acted as if he were going to fire he? They don’t allow that dragons and ing’s monthly adventure playing aid. All rights when ordered to freeze. And they’d be dungeons stuff at my son’s school....” on the contents of this publication are reserved, and nothing may be reproduced from it in whole right. But might not Reagan have as- or in part without prior permission in writing sumed that the order to freeze was com- from the publisher. Copyright 1982 by TSR ing from his “assassin”? Can one foresee Hobbies, Inc. USPS 318-790. ISSN 0279-6848. every possible circumstance in advance Second class postage paid at Lake Geneva, and write every contingency into the Wis., and at additional mailing offices. rules of the game? 2 February 1982

laying an AD&D™ adventure is, as we so often say, they worship. This is the first set of articles in a series of studies an exercise in imagination. But all the imagination on non-human races which will appear over the next several in the world isn’t going to help when you (or worse issues. We’ll get to your favorite sooner or later. yet, the DM) can’t remember which spells you’ve Mythical monsters and fictional figures from ancient Greece cast and which ones you have left. What is going to occupy a big part of our feature section. “The Blood of Medusa” help is SPELLMINDERS, our latest AD&D playing aid, which is Michael Parkinson’s description of the legendary creatures you’ll find in the center of this magazine. and characters spawned by the lady with the strange hairdo. The idea for SPELLMINDERS came from Bill Fawcett, one of Following that piece are four portrayals of NPCs from the same our regular contributors, and his associate Lance Davenport. era, but certainly not the same family tree. They compiled the information which appears on the counters Surrounding the SPELLMINDERS section in the center of the and made the sometimes difficult decisions about which spells magazine is “In the Bag,” another tale of the tribulations of should be represented more than once. Only magic-user and Boinger and Zereth from the pen of J. Eric Holmes, who is both cleric spells are included in this original set, but if we get a well-known fiction writer (check out your local bookstore) enough positive feedback from you, we’ll print up illusionist and the author of a new book on fantasy role-playing (ditto). and druid spells in the same form sometime soon. Let us know Next in line is a trio of treatises on archery. Robert Barrow what you think of the idea — either way. offers some facts and figures based on real experience, con- And we might even throw in the new, official cleric spells from cerning how far an archer can shoot and how easily he can hit the latest edition of Leomund’s Tiny Hut. Yep, I said official. Our what he’s aiming at. Carl Parlagreco presents a short system for esteemed columnist, , thought that clerics de- “Making bowmanship more meaningful,” and the third article in served more spell abilities than provided for them in the AD&D this section proposes a way to differentiate between bows of rules. So he wrote up some new spells and sent them to Gary different strengths and the varying amounts of damage their Gygax for his evaluation and approval — and Gary sent them to arrows can cause. But if hand-held weapons are more your us, along with his permission to portray them as new rules. character’s style, forge ahead into David Nalle’s essay on the This month’s cover, “Escape from Skull Keep,” was painted design and development of the sword. especially for DRAGON™ Magazine by Clyde Caldwell, whose “Being a bad knight” is the first article we’ve ever published first appearance as a cover artist was on the front of issue #53. on the KNIGHTS OF CAMELOT™ game, and it comes straight At that time, I didn’t see how he could do any better — but now from the source — Glenn Rahman, the author of the game’s that I’ve seen Clyde Caldwell painting number two, I can’t wait original rules. And, for Traveller fans, there’s “Anything but for number three. human,” Jon Mattson’s system for creating alien characters. Dwarves may be, ahem, a short subject. But we’ve gone to Topping off issue #58 is a special two-page “What’s New,” great lengths inside, starting on page 23, to give the little guys Phil Foglio’s whimsical tribute to Valentine’s Day, and a one- their due. Contributing editor Roger Moore supplied most of page “Wormy” which is, as usual, a tribute to the talent and the material for a special section on dwarves and the deities imagination of Tramp. — KM

SPECIAL ATTRACTION Being a bad knight — KNIGHTS OF CAMELOT™ variant. . 61 SPELLMINDERS — Counters for keeping magic-user Anything but human — Making aliens in Traveller ...... 65 and cleric spells straight ...... 39 REGULAR OFFERINGS OTHER FEATURES Out on a Limb — Letters from readers ...... 4 The Blood of Medusa — Family tree of monsters ...... 11 Leomund’s Tiny Hut — New spells for clerics ...... 5 Four myths from Greece — A sharp shooter, a high flyer, Dragon’s Bestiary: a know-it-all, and a centaur ...... 18 Sull ...... 8 Dwarves: A special section ...... 23 Beguiler ...... 9 The dwarven point of view ...... 24 Magenta’s Cat ...... 10 Bazaar of the Bizarre — Magic items for dwarves ...... 27 Dragon’s Augury: Sage Advice — Questions and answers ...... 28 Griffin Mountain ...... 68 The gods of the dwarves ...... 31 Star Patrol ...... 68 In the Bag — Fiction by J. Eric Holmes ...... 36 Trillion Credit Squadron ...... 69 Aiming for realism in archery ...... 47 Paranoia Press products ...... 69 Bowmanship made more meaningful ...... 50 Off the Shelf — Book reviews ...... 71 A long bow isn’t always a strong bow ...... 50 What’s New ...... 78 Swords: Slicing into a sharp topic ...... 55 Wormy ...... 80 3 Vol. VI, No. 8

‘Doubly pleasing’ That should set the record straight. Our this question: how to play the premonition in apologies to anyone else who noticed one or the case of a non-player character monk, and Dear Editor: more of the errors and wasn’t able to figure for a player character. The case of the NPC is I just finished reading DRAGON #56 and, as out what the ratings should have been. — KM the simpler one. If the party is about to en- someone who enjoys both AD&D and TOP counter a NPC monk with the premonition SECRET I found this issue doubly pleasing. power, the DM must make a determination of Congratulations are in order for Merle Ras- whether the party has the power to kill or mussen and James Thompson for MAD ‘Too scalding’ seriously harm the monk, and if it does, MERC. It was a welcome sequel to DR. YES whether the party is likely to attack the monk, (issue #48). Dear Editor: or may even possibly attack the monk. If the While I liked MAD MERC very much and I think “Out on a Limb” is a very good fea- party is sufficiently powerful and there is a found almost all the information to be com- ture to have, and it shows what people really reasonable chance the party will attack, the plete and accurate, I did find one not-so-tiny think of your magazine. But it seems to me roll for the premonition should be made. The error that if overlooked by the Administrator that when a person writes in a criticism you monk to whom the premonition occurs will be could be fatal. The error is found in the per- are (just maybe) a little too scalding with your ready and waiting when the party arrives. sonnel traits and abilities section listing for answer. Take DRAGON #53 and the letter by The case of the PC monk is more difficult, Hurt (medical nurse). Hurt is listed as having a Adam Rosenblatt about you being too “high- because the DM cannot predict what a player Physical Strength of 41, a Willpower of 37, yet handed.” Take a little time out to read your character will do, and thus cannot predict he has an incredible Life Level of 78! Appar- reply. See? Whew! You’ll be lucky if he buys a with certainty whether a dangerous situation ently, Mr. Rasmussen forgot to do the last DRAGON magazine, let alone touches one! will arise in the future. The power is therefore step in the L.L. equation, that is, to divide by Perhaps you could be a little more amiable only applicable when it appears to the DM 10, and this would result in the corrected L.L. with your editorial responses. that the PC monk is headed for a dangerous of 8. Now, if what I have been trying to tell you encounter, and there is a substantial chance I hope all Administrators will correct this sinks in, your response to my letter will be one the encounter will occur. The character should error before taking Agents through this mo- of understanding. If not, well then, at least it always be able to avoid the encounter if cir- dule, so that no poor Agents will encounter will be amusing to others as they read it. cumstances permit, so that the event likely to Hurt, who would be almost impossible to hurt. Jeff Rabkin bring about death or serious harm never Paul H. Cordts New York, N.Y. happens. In any event, the premonition is al- Orchard Lake, Mich. ways simply a vague feeling that great danger Dear Jeff: is imminent, not a specific vision of a future Good job, Paul. You spotted a mistake that We think “Out on a Limb” is a very good event. For player character monks the pre- escaped the notice of our proofreader. (That’s feature to have, too. But it seems to us that monition should not occur often, since a the last time we hire a flesh golem to do a when people write in a criticism they are (just monk of such high level is seldom in great human’s job.) The mistake wasn’t Merle’s maybe) a little too scalding in their accusa- danger, particularly when the monk is sur- fault — and neither were the other two blun- tions. Take a little time out to read some of the rounded by similarly powerful companions. ders that also appear in the chart on pages mail we get. See? Whew! We’ll be lucky if we 48-49 of issue #56. can ever again work up the courage to open a The problem with Hurt’s statistics begins letter. Perhaps readers could be a little more ’way back in the Courage column. Merle’s amiable when they call us high-handed. ‘Different games’ manuscript listed figures of 37 for Hurt’s Will- Now, if what I have been trying to tell you power and Courage. When the chart was set sinks in, your reaction to this response will be Dear Editor: into type, that number was typed once instead one of understanding. If not, I hope some- I see my latest DRAGON has another letter of twice, and everything else got pushed one body gets a chuckle out of it. — KM objecting to high-level characters. I think place to the left as a result. The identical prob- your readers need a lesson in softball! lem occurred in the listing for Smith (mechan- The basic rules for softball are used for two ical engineer). That character was supposed quite different games, “fast-pitch” and “slow- to have Courage of 75 as well as Willpower of Meyers on monks pitch.” The rules are almost all the same in 75. The third mistake is in the listing for Lange both games, yet the two games feel very dif- (carpenter), whose languages got garbled. Dear Editor: ferent and call for very different abilities in the The corrected listings for Hurt should read: In DRAGON #53 there are some changes in players. Of course, every player prefers his or Courage 37, Knowledge 102, Coordination the monk class. Special ability “S” says the her version, but very few would argue that the 85, Offense 61, Deception 55, Evasion 79, monk will get a premonition of death 1-4 turns other isn’t a good game, too, for those whose Hand-to-Hand 120, Surprise 134, Life Level 8, before it happens. How does the DM go about preferences are in the other direction. and Language ratings of Japanese 78, Eng- doing this? I could also remark on the many different lish 05, and German 54. Confused forms of poker — straight, lowball, wild-card, For Smith, make the following changes: 7-card, you name it. Every poker player has Courage 75, Knowledge 89, Coordination 81, The following reply was provided by Philip his or her favorite version, and, for example, a Offense 78, Deception 85, Evasion 88, Hand- Meyers, the author of the article in question: “straight” player may look down on one who to-Hand 117, Surprise 163, Life Level 10, Jap- The original “premonition of death or se- prefers 7-card stud. But poker, all versions, is anese 7, English 79, and German 60. rious harm” comes from page 163 of the a great game. Lange’s language abilities should be Eng- DMG, Table V, prime power Q under artifacts To get back to AD&D, the regular game is a lish 25 and German 94. and relics. There are two problems inherent in (Turn to page 77) 4 February 1982

Beefing up the cleric

INTRODUCTION to be done. Now go on and read what has characters to learn of them and then All readers should be a ware that Len been accomplished, for the spells are pass them on to player characters via Lakofka has been of considerable aid “official” and will appear in virtually the that method. Some spells like Ceremony, and assistance in formulating the whole same form in a future volume of the Endure Heat/Cold (for appropriate re- of the AD&D™ game system. Obviously, AD&D series. gions of the “world”), Holy Symbol, and Len’s contributions did not end with the Ordain are, due to the way they are writ- publication of the four volumes of the ten, likely to be widely known and might initial release. He writes this column. Len AUTHOR’S INTRODUCTION have to be given to existing player- is instrumental in a revision of the FIEND Gary Gygax and I have discussed the character clerics without too much non- FOLIO™ Tome currently under way at cleric at some length, and we agreed that player character interaction. TSR. Last but by no means least, he free- the spells for that class, especially at the When a non-player cleric is encoun- ly contributes suggestions and material fourth level, needed a little work and tered, determine if he/she knows any of for work planned to augment the AD&D perhaps a few additions. Gary asked me the new spells given. For each spell level system. to write a few spells that might be in- in question, beginning at first and going I am working on new monsters, magic, cluded in an edition of the AD&D Players up as high as the NPC’s experience level classes, and information for two new vol- Handbook. Following are six first-level will permit, multiply the experience level umes of the system — a supplement for spells, four second-level spells, four of the non-player cleric by 7% to deter- players and DMs alike, and a second third-level spells and two fourth-level mine the chance that he/she knows (can book of the — projected spells that I submitted to Mr. Gygax for pray for) one of the new prayers/spells. If for release in three to four years. Much of review. (Editor’s note: Mr. Gygax made the roll indicates knowledge, roll percen- the supplementary material has been or many minor additions and alterations to tile dice again and consult the lists below will be printed in various modules or in the spell descriptions — and deleted a to determine which particular spell/pray- DRAGON™ Magazine. For instance, many couple of suggested spells — before de- er is known. new spells are included in the upcoming claring the group to be “official” rule ad- If a second or subsequent roll on the modules Lost Caverns of Tsojcanth and ditions. All of his changes are incorpo- list below yields a duplicate result, roll Temple of Elemental Evil. (Yes, fans, it is rated in the descriptions given below.) again until an “unknown” spell comes again being worked on!) Comments from readers would also be up. Repeat the initial “chance to know” When Len and I last spoke he brought greatly appreciated. roll until a negative result is obtained or up the paltry choice of spells for clerics, New spells should be placed into the until all available new spells of the given and I concurred that something needed game with great care. Allow non-player level are known.

NEW CLERIC SPELLS Dice First level spells Dice Third level spells (cont.) Explanation/Description: Ceremony 01-17 Ceremony (Coming of Age) 49-60 Enthrall has a number of applications in the cler- 18-35 Ceremony (Burial) 61-90 Remove Paralysis ic’s organization, depending on the level 36-50 Ceremony (Marriage) 91-00 Water Walking of the cleric. Each Ceremony is used as a 51-54 Combine particular blessing/curse of the organi- 55-65 Endure Cold Fourth level spells zation. The spell is used to put the ho- 66-77 Endure Heat 01-44 Ceremony (Consecrate Ground) ly/unholy seal on the event and does not 78-90 Magic Stone 45-72 Meld Into Stone produce an aura of magic, though in 91-96 Magical Vestment 73-00 Negative Plane Protection some cases an aura of good or evil might 97-00 Portent be present. The types of Ceremony can Fifth level spells vary from organization to organization, Second level spells Ceremony (Anathematize) but usually encompass these: 01-28 Ceremony (Dedication) 1st-level cleric: Coming of Age, Burial, 29-45 Ceremony (Investiture) SPELL DESCRIPTIONS Marriage 46-75 Ceremony (Consecrate Item) First Level 3rd-level cleric: Dedication, Investi- 76-85 Death Prayer Ceremony (Conjuration/Summoning) ture, Consecrate Item 86-90 Detect Life Level: 1 5th-level cleric: Ordain, Special Vows 91-97 Holy Symbol Range: Touch 7th-level cleric: Consecrate Ground 98-00 Messenger Duration: Permanent 9th-level cleric: Anathematize Area of effect: One creature, one item, Each of these blessings (Anathema- Third level spells or area (see below) tize is a curse) requires a cleric of the 01-20 Ceremony (Ordain) Components: V, S, M appropriate level or higher. Briefly, the 21-40 Ceremony (Special Vows) Casting time: 1 hour Ceremonies listed do these things: 41-48 Dust Devil Saving throw: None or Neg. (see below) Coming of Age blesses a young man 5 Vol. VI, No. 8

(and in some cultures a young woman) Special Vows pertain to paladins, usually free but up to 200 gp; Special at some point in time, often the age of 12. knighthood, and solemn oaths. Vows, 0-100 gp; Consecrate Ground, Coming of Age may or may not allow the Consecrate Ground is required when usually 100-600 gp depending on the person who has come of age any particu- any holy/unholy structure is built. A size of the site and the rank of the cleric lar rights. church, abbey, sanctuary, monastery, doing the consecration. Anathematize Burial in no way protects the corpse, temple, etc., built on unconsecrated does not cost any gold. but gives the blessing of the organiza- ground has a 1% chance per year (cu- tion, and is said to have a 50% chance to mulative) to collapse! Once a structure is Combine (Alteration) invoke retribution of some type if the built, consecration cannot be an after- Level: 1 body’s grave is dug up within one week thought: Thus, a cleric of 7th level or Duration: See below of burial (i.e., an agent of the deity will higher must be sought when a clerical Range: Touch come to protect the grave). structure is to be built, or else! Conse- Area of Effect: Circle of clerics Marriage is certainly straightforward. crate Ground is also used in graveyards. Components: V, S Dedication is necessary to perform The graveyard can then turn undead as if Casting Time: 1 round specific acts, such as becoming a mem- it were a 3rd-level cleric. Saving Throw: None ber of an organization. Anathematize is a strong form of ex- Explanation/Description: Via this spell Investiture is required for a pre-cleric communication in which the offender is five clerics of the same alignment can to become 1st level. literally branded on the cheek, forehead, add their powers to perform a specific Consecrate Item is required for every arm, or hand with a symbol, sigil or sign function. The cleric of highest level, or item placed on an altar and at other pla- that denotes an offense to his/her god. one selected by the group if all are of ces in a religious edifice, as required by An Atonement spell can remove the equal level, stands in the center of a cir- the particular organization. Holy sym- onus, but the brand will only fade in in- cle formed by the other four who hold bols and vestments are handled separ- tensity; it will never disappear. Excep- hands and kneel around him/her. This ately (q.v.), but holy/unholy water/oil tion: A cleric who sins in the sight of his process takes one full round, and all five must be kept in consecrated containers. organization due to adverse magic can clerics must be chanting the words to the Ordain is required for a 2nd-level cler- fully atone and the anathema is fully spell Combine at the same time. If one of ic to become the priest of a small con- removed. them stops for any reason, the spell is gregation or assume similar duties. Even Material components for Ceremonies wasted for all five of them. high-level clerics must at some time be are variable, and the costs of the organi- The cleric in the center can then, on ordained before they have the right to zation also vary. Some common charges the round after the casting of the Com- gain followers and form a following or are as follows: Coming of Age, 5-15 sp; bine spell, attempt to cast a spell or turn group. This is often a part of training to Burial, 5-50 gp; Marriage, 1-20 gp; Dedi- undead as if he/she were higher than become 3rd level by a cleric of the ap- cation, 0-10 sp; Investiture, 0-100 gp; actual level, for the determination of propriate belief. Consecrate Item, usually free; Ordain, range, duration and area of effect as ap-

6 February 1982 plicable. The spell cast (or effect) will be combination is in effect. Explanation/Description: Casting this at a combined level for the five clerics, up The center cleric will be raised by 1 to spell gives protection from normal ex- to 4 additional levels maximum, as ex- 4 levels, depending on how many of the tremes of cold or heat (depending on the plained below. combined clerics are four or fewer levels version used). The recipient can stand Only the cleric in the center need below the level of the center cleric. Only unclothed in temperatures of as low as know and have prayed for the spell to be those clerics within four levels of the -20° F or as high as 120° F (depending on cast by the combination. Only informa- highest-level cleric add to his or her version used) with no harm or ill effect. tional, protection (including Dispel Mag- level. Extremes beyond these limits will cause ic), and curative spells can be combined Examples: Five 1st-level clerics wish 1 point of exposure damage per hour for in this way. The clerics may also Create to Combine to turn some approaching every degree below or above the given Food & Water or turn undead. The four ghouls. They take a round to Combine, limits. The spell remains in effect for 9 clerics comprising the circle are in a and then for the purpose of turning un- turns (1½ hours) per level of the cleric or deep trance that to recover from will re- dead they would be as a single 5th-level until the recipient is hit by any form of quire one full round. During the trance, cleric. Note that they could not cast a magical cold or heat including Produce surprise is automatic and all “to hit” rolls second or third level spell in any case, Fire. This cancellation of the spell will are at +4 against the clerics in hand-to- since the center cleric is only 1st level occur regardless of whether Endure Cold hand combat. Naturally, they cannot use and cannot know such a spell. If a 7th- or Endure Heat was cast. Further, the shields or dexterity bonuses in calcula- level, a 5th-level, and three 2nd-level spell will be instantly cancelled if Resist tion of their armor classes. Thus, if the clerics Combine, the combination would Fire or Resist Cold is applied to the recip- combination is physically attacked only be as a single 8th-level cleric. The 2nd- ient. The spell is commonly found in the the center cleric can muster any defense level clerics are five levels below the cold north or the tropical south, espe- on the first round. If he selects an attack Lama (7th level) and thus cannot add to cially in and near desert areas. The spell spell of any type, the cleric reverts to his or her effectiveness, but they can requires no material component. his/her original level at once and the help form the circle. combination is broken. Magic Stone (Alteration) The combination can otherwise remain Endure Cold/Endure Heat Level: 1 together for the casting of one spell or (Alteration) Reversible Range; Touch one attempt at turning undead. Then the Level: 1 Duration: 6 rounds +1 round/level spell breaks and the four clerics com- Range: Touch or until impact prising the circle must recover for a full Area of Effect: One creature Area of effect: Line of sight up to 4 feet round before they can do anything else. Duration: 9 turns/level Components: V, S, M If a cleric dies the combination is broken, Components: V, S Casting Time: 1 round but not if one is only hit for damage once Casting Time: 1 round Saving Throw: None the Combine spell has been cast and the Saving Throw: None (Turn to page 73)

7 Dragon Vol. VI, No. 8

Sull

Created by Ed Greenwood FREQUENCY: Rare NO. APPEARING: 1-6 ARMOR CLASS: 9 MOVE: See below HIT DICE: 3, 4, 5, or 6 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-4/4-16 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Gas cloud MAGIC RESISTANCE: Standard [immune to charms] INTELLIGENCE: Average [High] ALIGNMENT: Neutral SIZE: L PSIONIC ABILITY: Nil [120] Attack/Defense Modes: Nil [A, D / F, I] Sull never crush opponents beneath sometimes will understand the speech of their bulk, but will ram into victims (us- races or of individuals (see below), but Sull, or “floaters,” are nomadic crea- ing the hard, rubber-like edge of their they cannot shape words. They have tures who float silently in midair by bodies rather than the more resilient top their own language of clicking and whis- means of buoyant gases created in their and bottom surfaces) with as much force tling sounds. Sensory areas around the digestive organs and stored in the cen- as they can muster and rebound away. edges and hump of the disc-like body, tral hump of the body. Sull move by the This attack does 1-4 points of damage. and around the mouth beneath, give the controlled intake and exhaust of these The Sull’s bite, if it is able to drop down Sull normal (6” range) infravision. It also gases; they can move at a rate of 18” upon and engulf a victim, does 4-16 has receptors for sound and smell, but vertically through the air, but only 6” hor- points of damage. these senses are not acute and only op- izontally (unless aided by air currents). When engaged in battle, Sull will emit erate with dependability at short range Despite their slow movement rate, Sull gaseous clouds from orifices spaced (within 2” of the creature). are Flight Class A in regard to maneuv- around the under part of the body’s A few Sull (10% chance of encounter- erability; not needing to turn about but edge; this gas, a digestive byproduct, ing such) have psionic ability. The dif- merely stopping short and reversing di- hangs in the air in blinding, irritating ferences of these creatures with regard rection. Sull greatly fear Wind Walkers clouds. Creatures battling a Sull do so at to magic resistance, intelligence and and similar creatures of the air, for they -4 “to hit” if the gas affects their eyes, but psionic ability are given in brackets. Psi- have no defense against the air turbu- only at -1 if they must contend merely onic Floaters always have the minor dis- lence these beings can create. with its thickly swirling, obscuring va- ciplines of Detection of Magic, Empathy, Sull are omnivorous, and consume por. A successful save vs. poison, or the and ESP, and the major disciplines of prey with great jaws located on their un- use of magical protection to prevent irri- Body Control and Telepathy. They vary derside. From between their jaws they tation to the eyes, lessens the -4 penalty in psionic mastery, but are typically of can extend a sucking tube to take in to -1. 6th level. liquids. Floaters can understand Common, and Sull are occasionally captured and trained to serve spellcasters as aerial platforms. They typically understand far more of their master’s primary language than that individual may realize, and will always recognize their master’s voice and commands. Although usually do- cile, Sull are not willing servants and must be controlled by pain, typically administered by a Wand of Lightning or other source of electrical shock, or a Wand of Magic Missiles. Psionic Sull will only serve masters of true neutral alignment, and will com- municate with them telepathically if they are well treated. Sull have served as bat- tle leaders for the dervishes of the desert, among whom they are treated as re- spected friends. 8 February 1982

A Beguiler always sees with True Sight; i.e., invisible creatures or objects can be Beguiler seen, and illusions are not seen and do not have the intended effect. The crea- Created by Ed Greenwood ture can change the hue of its fur to match the coloration of its surroundings FREQUENCY: Very rare for 1-4 turns and remain absolutely mo- NO. APPEARING: 1-4 tionless during that time, hiding in shad- ARMOR CLASS: 9 ows with the success of a 12th-level MOVE: 15” thief. (Some spellcasters are rumored to HIT DICE: 2 have maintained or recreated this ability % IN LAIR: 40% in the cured pelt of the Beguiler.) TREASURE TYPE: L, N, Q The Beguiler’s most spectacular and NO. OF ATTACKS: 6 most feared (once it is discovered) abili- DAMAGE/ATTACK: 1-2 (x4), 1-4, and 1 ty is the power to cast illusions. A Be- or by weapon type (see below) guiler can cast Spectral Force and SPECIAL ATTACKS: Illusions Shadow Monster spells as a 20th-level MAGIC RESISTANCE: Standard illusionist. Different individuals of the INTELLIGENCE: Average to high species vary in spellcasting powers, hav- ALIGNMENT: Neutral ing the use of from 4-16 such spells per SIZE: S (2’ long) day. Such illusions will cease whenever PSIONIC ABILITY: See below the Beguiler wills, but it need not con- Attack/Defense Modes: Nil trees and wooden structures with ease. centrate to maintain them. The hairless, prehensile tail of the Be- The Beguiler is a small, plump quad- guiler aids in climbing, and can be used Beguilers cannot be attacked by psio- ruped about the size of a small dog. to throw and/or wield weapons the size nics. Their peculiar mental processes Mouselike in appearance, it has large of a shortsword or smaller. create a continuous “scrambling” effect glistening black eyes, large ears, and a The creature’s four sets of claws each which makes psionic activity impossible pointed snout. It is covered with thick, do 1-2 points of damage per attack, the within 4” of the creature. bluish-black fur that sheds water, is silky Beguiler’s bite does 1-4, and the tail can Beguilers are omnivorous. Beguiler to the touch, and — when properly cured inflict 1 point of damage by itself, or by brains are highly prized by alchemists — commands high prices. weapon type if one is used. Any weapon and spellcasters alike, for they are a val- Beguilers possess razor-sharp retrac- held or thrown by the Beguiler’s tail is at uable ingredient in several important tile claws, enabling the creatures to climb -2 “to hit.” magic items and potions.

9 Dragon Vol. VI, No. 8 Magenta’s Cat Created by ment. It is 90% likely that at least one of the cat (unless it was killed outright) Roger Moore these other three languages will be the completely in one round. Molecular Agi- common tongue, and 60% likely that tation is rarely used, but explains why FREQUENCY: Very rare another will be elven. the homes of known cat-haters some- NO. APPEARING: 1 (5% chance of 3-6) Magenta’s Cats are aloof and some- times burn down inexplicably. Most peo- ARMOR CLASS: 7 what conceited; they all seem to feel they ple believe this is the vengeance of the MOVE: 12” are vastly superior to any other thinking Egyptian cat-goddess, Bast, or a like- HIT DICE: 1+1 creature, although they are not given to minded deity. Magenta’s Cats probably % IN LAIR: Special “broadcasting” their powers. It is likely know differently. TREASURE TYPE: Special that any Magenta’s Cat aware it is being A magic-user of true neutral or part- NO. OF ATTACKS: 1 watched will act like a normal cat, not neutral alignment who has psionics may DAMAGE/ATTACK: 1-4 revealing its true nature until it chooses receive a Magenta’s Cat for a familiar if SPECIAL ATTACKS: Psionics to or is forced to. the spell Find Familiar is cast success- SPECIAL DEFENSES: Hiding, silence, Though these creatures usually travel fully and a black cat is indicated as the psionics alone, it is possible to run into a small type of familiar received. The base MAGIC RESISTANCE: Standard group of them, all adults, who have ga- chance is 5%, plus an additional 1% per INTELLIGENCE: Exceptional thered to exchange information, feed, or level of experience of the magic-user ALIGNMENT: Neutral mate. Singly or in groups, these cats are over the first. For a magic-user of true SIZE: S only known to inhabit towns and cities. neutral alignment, this chance of suc- PSIONIC ABILITY: 170-220 Litters have 3-5 kittens, with only a 10% cess is unmodified; however, subtract Attack/Defense Modes: All/all chance of each offspring having the 2% from the figure arrived at if the magic- special powers of the psionic parent(s). user is neutral good, neutral evil, lawful The chance is the same whether one or neutral or chaotic neutral. Magic-users Several centuries ago a Wizardess both parents are psionic. of other alignments will not be able to named Magenta began experimenting to The psionic powers of a Magenta’s Cat find a Magenta’s Cat for a familiar even if try to produce psionic ability in her famil- are as follows: Each has the Minor Devo- they are psionic. iar, a large black cat called (predictably) tions of Invisibility, Body Equilibrium, In addition to the normal powers of a Midnight. Though she was successful in Cell Adjustment, and Molecular Agita- black cat familiar, the Magenta’s Cat making Midnight psionic, an unintended tion. These powers are used at the sev- makes the magic-user impossible to sur- side effect caused the cat to be released enth level of mastery. Psionic Invisibility prise and can add its psionic strength from its obligation as a familiar, and it will only be used as a last resort if the points to its master’s in multiple psionic escaped. cat’s normal methods of staying out of operations. The magic-user may like- Though Midnight was never found sight fail. Body Equilibrium explains why wise add his or her points to the cat’s to again, it would seem that the cat was Magenta’s Cats often leap from high extend its powers, but the magic-user able to breed with others of the normal buildings and cliffs to escape pursuit, will not gain the cat’s psionic disciplines variety and produce psionic and intelli- since they are able to slow their descent as his or her own, or vice versa. If the gent offspring. The special genes for to prevent harm, and also explains why Magenta’s Cat familiar is killed, the these powers are recessive, and thus the now and then a confused peasant or tra- magic-user immediately loses twice as probability that any cat today will pos- veler will report seeing a black cat walk many hit points as the cat had, perma- sess the powers of its ancestor is very across a lake or pond and not get wet. nently, and also loses all of his or her psi- low (something like 1 in 1,000). Cell Adjustment removes any damage to onic powers forever. Like all other famil- All known psionic cats iars, the Magenta’s Cat gets a (called Magenta’s Cats) are saving throw vs. magic when reputed to be of the same the Find Familiar spell is deepest black color as the cast. original. About two thirds of There is a 5% chance that a these cats are female. All Magenta’s Cat will be acting have exceptional night vision, as a familiar if encountered allowing them to see well in normally. If so, it will be anything but absolute dark- linked to a Wizard of 11th to ness, and very sensitive hear- 18th level (d8 + 10, to gener- ing. These senses make the ate level randomly) who will cats impossible to surprise. react with all powers possi- The silence with which they ble if his or her familiar is move and their dark color al- threatened. There is a fair lows them to surprise oppo- chance the cat will be wear- nents on a 1-5 in shadowed ing a jeweled (and possibly areas and at night. enchanted) collar of consid- Magenta’s Cats are intelli- erable value, as determined gent in the extreme, and can by the . apparently communicate with A Magenta’s Cat acting as all feline creatures by means a familiar will be very near to of a sort of limited empathy/ its master or mistress, or to telepathy. They may speak the home of that character. up to three languages besides Aside from this sort of “lair,” the feline tongue and the Magenta’s Cats have no lairs language of neutral align- and collect no treasure. 10 February 1982 Dragon

Some say Medusa had wings of gold, PEGASUS tusks like a swine, and snakes for hair, The fabled winged horse is described and her clawed hands were made of in the AD&D™ Monster Manual, albeit brass. Older sources state she had the rationalized to fit a more general my- body of a mare; still others praise her as thos/cosmos. Pallas Athena gave the fair-cheeked and beautiful (in a tragic Greek hero Bellerophon a golden bridle style). All legends and sources agree so that he might tame and ride Pegasus. that to view her face was to be turned to Thus able to work together, the two stone. killed the evil Chimaera, the grand-niece The greek hero Perseus decapitated of Pegasus. Medusa, aiming his blow by looking at After helping in several other virtuous her reflection in the brass shield lent him acts, the immortal steed threw his master by the goddess Athena. Medusa’s petri- (who had become impiously proud) and fying face, the Gorgoneion, retained its flew to the heavens, to carry the thun- potency — it was used by Perseus, then derbolts of Zeus and to become the con- given to Athena. From Medusa’s severed stellation of Pegasus. neck spouted her life blood and two liv- ing beings, both fathered by Poseidon: CHRYSAOR Pegasus and Chrysaor. His name means “he of the golden 11 Dragon Vol. VI, No. 8 sword,” and Chrysaor Phorcides is laud- separately; when a body goes below the Spanish domination of the Nether- ed as a hero; yet any valiant — or das- zero hit points, it becomes a dead weight lands). As he would be used in an AD&D™ tardly — deeds of his are unrecorded. and may no longer attack. Geryon is not adventure, Geryoneo is like his father Ironically, Bellerophon as a child was killed until all three bodies are dead. except for movement rate (12”), percent called Chrysaor — but he soon changed Each of the three bodies may be entitled in lair (40%) and treasure type (B, C, E). his name to “Bellerus-killer,” a less anon- to save against spells, etc. individually, Geryoneo’s lair is in the castle which ymous appellation. Chrysaor’s only im- but Geryon has only one mind. formerly defended the city of the wid- portant act was to wed the Oceanid Cal- Geryon attacks and defends as a mon- owed Lady Belge. This fortress is heavi- lirhoe and produce two of the foulest ster of 12 hit dice. With his excellent vi- ly garrisoned; its seneschal, the Prince offspring ever born: Geryon and Echidna. sion (tri-binocular?) and hearing, he is of Parma, is a 10th-level Lord (AC 2; +2 only surprised on a 1. long sword; potion of extra-healing; po- GERYON Geryon is red-skinned with blood-rust tion of longevity). FREQUENCY: Unique hair and large, deep eyes of fiery garnet. As one expression of his disposition NO. APPEARING: 1 He has six scarlet wings (a pair for each and nature, Geryoneo erected an idol in ARMOR CLASS: 4 torso), and is clad in carmine cowhide. the likeness of his father in a chapel out- MOVE: 12”/18” side the city and forced the city’s inhab- HIT DICE: 100 hit points per body GERYONEO itants to worship it. To know more of the % IN LAIR: Nil Edmund Spenser, in his allegory The monster guarding the fane of Geryon, TREASURE TYPE: Nil Faerie Queene, has a wingless Geryon we must first learn of the other — even NO. OF ATTACKS: 3 represent Charles V of Spain, and in- mightier and more malign — branch of DAMAGE/ATTACK: 2-16/2-16/2-16 vents for him an identical son, Gery- the union of Chrysaor and Callirhoe: SPECIAL ATTACKS: Hurl rocks for 2-16 oneo, portraying Philip II of Spain (and Echidna and her spawn. points damage each, up to 20” range SPECIAL DEFENSES: See below MAGIC RESISTANCE: 15% ECHIDNA “Echidna is a Monster direfull dred, INTELLIGENCE: Low FREQUENCY: Unique Whom Gods doe hate, and heavens ALIGNMENT: Neutral evil NO. APPEARING: 1 abhor to see; SIZE: L (10’ tall) ARMOR CLASS: 7 (human body) or So hideous is her shape, so huge her PSIONIC ABILITY: Nil 0 (dragon body) hed, MOVE: 12”/18” Attack/Defense Modes: Nil That even the hellish fiends HIT DICE: 90 hit points affrighted bee % IN LAIR: 95% Geryon is a three-headed, three-bod- At sight thereof, and from her ied giant — not to be confused with the TREASURE TYPE: I, X presence flee: Archdevil of the same name (and the NO. OF ATTACKS: 2 or 1 Yet did her face and former parts DAMAGE/ATTACK: 4-16/4-16 or by same basic temperament). The tenth la- professe weapon bor of Hercules was to capture the cattle A faire young Mayden, full of comely of Geryon. He journeyed to Geryon’s SPECIAL ATTACKS: See below glee; homeland, the island of Erythia, “the SPECIAL DEFENSES: See below But all her hinder parts did plaine red” (called such because it is in the far MAGIC RESISTANCE: 75% expresse west, past the straits of Gibraltar, thus lit INTELLIGENCE: High A monstrous Dragon, full of fearful with the ruby rays of the setting sun). In ALIGNMENT: Neutral evil uglinesse.” SIZE: L (40’ long) performing his task, Hercules incidental- (The Faerie Queene, book VI, canto VI, ly killed Geryon, his guard-dog Orthus, PSIONIC ABILITY: 150 verse 10) Attack/Defense Modes: C, D / F, G, H and his herdsman Eurytion. “... grisly Echidna, Geryon’s three bodies are joined at the Echidna is an immortal half-woman, a nymph who never dies, and all her waist, and each body is complete — al- half-dragon who may be encountered days is ageless.” though he is also sometimes represent- hunting far below ground or in the wil- (Hesiod, Theogony, 304-5) ed as having just two legs, which would derness on dark nights. For the most part Anyone beholding Echidna must save make him appear even more inhuman. she dwells in her lair on the darkest plane (as if vs. a spell cast by a magic-user of Measure lost hit points on each body of Hades. (Text continues on page 14)

WHO’S WHO IN MEDUSA’S FAMILY: Medusa (1), who was beheaded by Perseus, produced Pegasus (2) and Chrysaor (3). Chrysaor wed Callirhoe (4), producing Geryon (5) and Echidna (6). Geryon, according to Spenser, bred Geryoneo (7), whose mother is unknown. The offspring of Echidna and Typhon (8), were several foul monsters: Orthus (9), Cerberus (10), the Lernaean Hydra (11), and the Monster of Geryoneo (12). Echidna and Orthus produced the Theban Sphinx (13) and Nemean Lion (14). The Hydra, whose mate is unknown, bore the Chimaera (15). Finally, the parentage of the Blatant Beast (16) is disputed, being either the offspring of Cerberus and the Chimaera, or of Echidna and Typhon.

12 February 1982 Dragon

13 Dragon Vol. VI, No. 8

20th level) or else flee in panic. She has The number of Cerberus’ heads is var- infravision and is unaffected by charms iously 3, 5, or 50, according to different of any sort. sources; see the DEITIES & DEMIGODS™ Echidna can employ any of these three Cyclopedia for details of the beast as a powers, one at a time, as often as de- 3-headed (most easily playable) mon- sired: Darkness, Silence 15’ Radius, and ster. It was Hercules’ twelfth labor to Plane Shift. Once per day she may cast drag Cerberus up from the Underworld. the following spells: Continual Darkness, Lose the Path, Symbol (Hopelessness) THE LERNAEAN HYDRA and Symbol (Insanity, specifically me- “And third again she bore the lancholia). All of her magical abilities are grisly-minded Hydra performed as a 20th-level spell caster. of Lerna, whom the goddess The monster customarily fights with white-armed Hera nourished her two claws, but if forced to hunt in the because of her quenchless grudge open she prefers a medium lance and against the strong Herakles.” large shield (improving the armor class (Theogony, 313-5) of her human head and upper body accordingly). Hercules killed the Lernaean Hydra, Echidna is solitary and resents any in- with the help of his squire Iolaus, as his trusions. She is described by Hesiod as: second task. The monster is a water- snake rather than a legged reptile, but “... the divine and haughty Echid- otherwise the creature conforms with na, and half of her is a nymph with a the Lernaean Hydra as described in the fair face and eyes glancing, but the Monster Manual. other half is a monstrous snake, ter- rible, enormous and squirming and THE CHIMAERA voracious, there in earth’s secret “Hydra bore the Chimaira, who places. For there she has her cave on snorted raging fire, the underside of a hollow rock, far a beast great and terrible, from the immortal gods, and far from and strong and swift-footed. all mortals.” Her heads were three: one was (Theogony, 297-302) that of a glare-eyed lion, Echidna bred several monsters by Ty- one of a goat, and the third phon (not the fratricidal Egyptian god of of a snake, evil, but a like-minded chaotic monster- a powerful dragon.” deity, thrown by Zeus into the under- (Theogony, 319-24) world and trapped there forever). Ty- phon was a humanoid, tall as a moun- This creature is essentially the same tain, of earthshaking proportions and as the chimera described in the Monster strength; from his shoulders sprang 100 Manual, except that its movement rate is serpent heads which spake the speech 18”; that is, the beast has no wings but of gods, bellowed, barked, roared and can run as fast as a wolf. whistled in the name of “Typhaon, the King Iobates of Lycia, with his realm terrible, violent and lawless.” being plagued by the Chimaera, com- missioned the hero Bellerophon to slay ORTHUS her. Bellerophon succeeded, much to “First she bore him Orthus, who Iobates’ delight — and survived, much to was Geryones’ herding dog, ...” his chagrin. The monarch had wanted (Theogony, 309) Bellerophon discreetly dead as a politi- cal favor to his majesty’s son-in-law, This is the two-headed dog of Geryon, King Proetus of Tiryns. The inconven- killed by Hercules. To portray Orthus in ience of Bellerophon’s survival was sole- AD&D terms, use the Monster Manual ly the result of Pegasus, instead of a mor- description of the dog, with these tal mount, having borne him into the differences: battle. FREQUENCY: Unique NO. APPEARING: 1 THE THEBAN SPHINX ARMOR CLASS: 4 “But Echidna also, in love with HIT DICE: 7 Orthus, mothered the deadly NO. OF ATTACKS: 2 Sphinx, the bane of the Kadmeians, DAMAGE/ATTACK: 2-12/2-12 and the Nemeian Lion” SIZE: L (Theogony, 326-7)

CERBERUS The Theban Sphinx conforms closely “... and next again she bore the to the Monster Manual listing for the Gy- unspeakable, unmanageable nosphinx. She dwelt near Thebes and Kerberos, the savage, the bronze- spent her time harassing passing na- barking dog of Hades, tives, baffling them with her riddle, and fifty-headed, and powerful, and then — while they were still in a confused without pity.” state — pouncing upon and devouring (Theogony, 310-2) them. 14 February 1982 Dragon

She was enraged when Oedipus gave A lions claws, with powre and rigour her the answer to her riddle. Rather than clad, admit defeat, the Sphinx killed herself in To rend and teare what so she fury. can oppresse; A Dragons taile, whose sting THE NEMEIAN LION without redresse ‘“... the Nemeian Lion Full deadly wounds where so it whom Hera, the queenly wife of is empight; Zeus, trained up and settled And Eagles wings, for scope and among the hills of Nemeia, to be speedinesse, a plague to mankind. That nothing may escape her There he preyed upon the tribes reaching might, of the indwelling people, Whereto she ever list to make her and was as a King over Tretos hardy flight.” and Apesas and Nemeia. (The Faerie Queene, V, Xl, 23-4) Nevertheless, the force of strong Herakles subdued him.” FREQUENCY: Unique (Theogony, 327-32) NO. APPEARING: 1 ARMOR CLASS: 5 (body)/2 (tail) The first labor of Hercules was to slay MOVE: 6”/48” the Nemeian Lion. Use the characteris- HIT DICE: 120 hit points tics for the spotted lion given in the % IN LAIR: 100% Monster Manual, except for: TREASURE TYPE: See below FREQUENCY: Unique NO. OF ATTACKS: 2 claws, 1 tail NO. APPEARING: 1 DAMAGE/ATTACK: 1-6/1-6/1-10 or ARMOR CLASS: Special (see below) 1-6/1-6/1-6 HIT DICE: 50 hit points SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below SPECIAL DEFENSES: See below The Nemeian Lion is invulnerable to MAGIC RESISTANCE: 30% weapons except for its own claws; by INTELLIGENCE: Average physical attack, the lion may only be suf- ALIGNMENT: Lawful evil focated or drowned. It is vulnerable to SIZE: L (body 8’, tail 22’) any appropriate detection spells. The PSIONIC ABILITY: Nil beast should be allowed a saving throw Attack/Defense Modes: Nil; immune vs. Holy/Unholy Word or Time Stop to psionic attack spells; all other non-asphyxiating spells are totally futile. The animal is surprised The Monster of Geryoneo has a wom- only on a 1. The Lion has no psionics, an’s face; the body of a giant dog; fea- nor can it be harmed psionically. Upon thered wings of a Giant Eagle; leonine his death, the lion became the constella- claws; and a long, heavy, draconian tail, tion Leo. with a stinger (not poisoned, but strikes at +2). THE MONSTER OF GERYONEO The monster fights and saves as a This man-eating devil, the creation of creature of 12 hit dice. Her tail will either Edmund Spenser, represents the Span- be used as a thrusting weapon for 1-10 ish Inquisition. She lives under the shrine points of damage or as a cudgel for 1-6 to Geryon, defending the heathen idol points (50% chance of each). A success- and devouring sacrificial victims. Until ful hit by the tail in either attack mode the noble paladin Prince Arthur defeated may have a secondary effect, determined her, no stranger had seen the monster by rolling d8: 1 = opponent stunned for and survived. 1-12 rounds; 2 = opponent knocked prone for 1-8 rounds; 3-8 = no effect. “An huge great Beast it was, when it (DM’s discretion: Alter the dice rolls ac- in length cordingly if the monster’s victim is clad Was stretched forth, that nigh fild in anything less sturdy than splint mail all the place, and shield, AC 3). And seem’d to be of infinite If both claws sink into the same target, great strength: the creature will either rend her victim Horrible, hideous, and of hellish race, for 1-8 points of additional damage, or Borne of the brooding of Echidna (25% chance) automatically disarm the base, adversary. Or other like infernal furies kind; When a character is fighting with a For of a Mayd she had the outward magic sword of at least moderate power face, (DM’s evaluation, with +2 as a suggested To hide the horrour which did norm) and slashing at the body, a natural lurke behinde, roll of 20 “to hit” has killed the fiend by The better to beguile whom she so disemboweling her. However, in such an fond did finde. instance, the vapors which will spurt out Thereto the body of a dog she had of her remains are poisonous: Every Full of fell ravin and fierce character closer than 30 feet to her at the greedinesse; time of her death, or any character who 15 Dragon Vol. VI, No. 8 comes that close within a span of 10 within hearing and less than 4th level or 4 sary, for a period of time long enough to rounds thereafter, must save vs. poison hit dice must save vs. poison; failure in- restore any hit points lost (and not yet or die. dicates that the listener believes the cured magically) from either the original The vapors are considered to have beast’s lies with fanatical conviction, and wound(s) or the festering and infection. dispersed after 10 rounds, assuming must act accordingly. Those not abused After that number of hit points is re- calm air and a sufficiently large volume by the beast’s slanders and lies, and gained, further rest and recuperation for the gases to dissipate into — either those who appear not to believe the under the less stringent requirements of the great outdoors or a vast underground fiend’s claims about others, will be sav- the DMG will restore other hit points as cavern (such as the temple area is pre- aged by its physical attack. usual. sumed to be). The DM should modify the The Blatant Beast will flee from any duration of the poison’s effect depend- “(he) ... spake licentious words and honest or courteous Paladin questing af- ing on varying circumstances. A relative- hatefull things ter him, especially if the hero is of ob- ly small chamber with small openings Of good and bad alike, of low vious nobility, unless cornered. would serve to contain the poisonous and hie, The monster may only be affected or cloud for more than 10 rounds, possibly Ne Kesars spared he a whit, conquered with implements and wea- for a number of hours. But if the creature nor Kings; pons of iron. It regenerates damage is killed in this fashion while outdoors, But either blotted them with infamie, done by iron weapons or implements at even the slightest of natural air currents Or bit them with his baneful teeth the rate of 5 points per round, as its fa- would carry the vapors away in less time. of injury.” ther/brother Cerberus does. The Monster of Geryoneo is only en- (The Faerie Queene, VI, XII, 28, 5-9) countered within the temple she guards, BIBLIOGRAPHY or in the grounds near the shrine. The Wounds caused by the beast’s rusty Spenser, The Faerie Queene, in 2 vols., idol of Geryon which she watches over is iron teeth will not heal normally but will J. M. Dent & Sons, London, 1910 made of solid gold and mounted on a become infected and fester, causing the Hesiod, Theogony, trans. Lattimore, massive altar of ivory. loss of 1-3 hit points per day for each University of Michigan, 1959 wound so suffered. Magical cures will Kerenyi, The Gods of the Greeks, THE BLATANT BEAST restore lost hit points to a victim as usual, trans. Cameron, Thames & Hudson, This creature is a great dog with iron but will not prevent further festering and London, 1951 teeth and a hundred tongues, typifying infection on subsequent days. The only Kerenyi, The Heroes of the Greeks, slander. The Blatant Beast is the true way to permanently cure these injuries is trans. Rose, Thames & Hudson, London scion of the gorgons and unmistakable to: 1959 issue of Typhon; however, as befits the Bullfinch, Mythology, Avenel Books, epitome of deceit, his exact lineage is “Abstaine from pleasure, and New York, 1978 printing disputed. He is either the son of Cerbe- restraine your will; rus and the Chimaera, or of Echidna and Subdue desire, and bridle loose Typhon. delight; This scurrilous cur delights in despoil- Use scanted diet, and forbeare ing monasteries and churches, ravaging your fill;” maidens, causing chaos and pandemo- (The Faerie Queene, VI, VI, 14, 5-7) nium, spreading vile but unfounded rumors, and other simple pleasures of In AD&D terms, this requires a greater the evil life. degree of inactivity than described under “Recovery of Hit Points” on p. 82 of the FREQUENCY: Unique Dungeon Masters Guide. The victim can- NO. APPEARING: 1 not engage in combat, spell casting, or ARMOR CLASS: 5 any other strenuous activity. Beyond MOVE: 12” that, the victim must voluntarily quaran- HIT DICE: 50 hit points (11 hit dice) tine and restrict him or herself: No activi- % IN LAIR: Nil ty which brings pleasure to oneself is TREASURE TYPE: Nil allowed, and only a minimum amount of NO. OF ATTACKS: 1 necessary nourishment should be taken. DAMAGE/ATTACK: 2-12 Total bedrest and abstinence is neces- SPECIAL ATTACKS: Slander, festering wounds SPECIAL DEFENSES: Only harmed by iron weapons; regeneration MAGIC RESISTANCE: Invulnerable to all magic INTELLIGENCE: Extremely cunning, but very unwise ALIGNMENT: Chaotic evil SIZE: L PSIONIC ABILITY: Nil Attack/Defense Modes: Nil; immune to psionic attack

The Blatant Beast can make himself understood to all creatures capable of speech, simultaneously, and will harass and slander anybody regardless of align- ment or station. Anyone or anything 16 Dragon February 1982

17 Dragon Vol. VI, No. 8

9th-level fighter nauts, a daughter was born to a man who lanta came to the hunt wearing no armor or 9th-level archer had been longing for a male child. In and carrying only a longbow and an ivo- ALIGNMENT: Chaotic good disgust he left the infant in the wilder- ry quiver of arrows, many of the other HIT POINTS: 98 ness to die; however, a she-bear found heroes grumbled and complained. The ARMOR CLASS: 6 the girl and brought her up as its own. king ordered the hunt to proceed none- NO. OF ATTACKS: 3/2 or 3 arrow shots Some hunters discovered the wild child theless, and it turned out to be good for per round years later and completed her education the hunters that Atalanta went with them. DAMAGE/ATTACK: By weapon type by teaching her the arts of archery and The giant boar surprised the company (+3); arrows do double damage battle. Atalanta, as she came to be called, of hunters in the wilderness. Three men HIT BONUS: +1; +3 with bow developed into a courageous and daring died quickly, either from the boar’s at- MOVE: 15” (see below) woman devoted to a life of adventuring. tacks or from wayward javelins cast by PSIONIC ABILITY: Nil Set upon once by two rapacious cen- other hunters, before Atalanta made the STRENGTH: 18 (02) taurs, she slew them both with two un- first successful attack upon the boar INTELLIGENCE: 15 hurried arrow-shots. with an arrow. Another hero, Meleager, WISDOM: 14 In the nearby country of Calydon, a charged the slowed and wounded beast DEXTERITY: 19 wild boar was sent by the goddess Arte- and ran it through the heart. Though CONSTITUTION: 18 mis to ravage the land when the Calydo- technically Meleager slew the boar, the CHARISMA: 17 nian king neglected to make the appro- hide was given to Atalanta at his request, priate sacrifices to her. The king called since she was the first to draw blood In ancient Greece during the time Ja- upon all local heroes to show themselves from the beast. son was alive and sailed with the Argo- for a hunt to destroy the boar. When Ata- Thereafter Atalanta’s career continued 18 Dragon February 1982

Sage/Engineer-Architect Minos, had caused Minos’ wife Pasiphae going too high and risking having the ALIGNMENT: Lawful neutral to give birth to a creature that became wax on his wings melt from the heat of HIT POINTS: 31 the first and most powerful of all the Apollo’s chariot, the Sun. The wings ARMOR CLASS: 7 minotaurs. parted from the youth’s shoulders, and NO. OF ATTACKS: 1 The Minotaur was a savage, man- he fell into the sea and drowned. DAMAGE/ATTACKS: By weapon type eating beast, and required a place to live Saddened, Daedalus went on to Sicily, HIT BONUS: Nil that enabled it to be kept under control. where he lived in the court of the king MOVE: 12” Daedalus drew up plans for an enor- there. PSIONIC ABILITY: Nil mous maze, or labyrinth, to be built to STRENGTH: 15 contain the Minotaur. The maze was so Daedalus, in AD&D™ terms, may be INTELLIGENCE: 19 complex that not even Daedalus could treated as a Sage, as outlined in the WISDOM: 15 figure out how to get out of it, and Minos Dungeon Masters Guide. He has, like all DEXTERITY: 17 was much pleased. Sages, eight four-sided hit dice and at- CONSTITUTION: 15 As time passed, however, Daedalus tacks as if he was an 8th-level magic- CHARISMA: 16 grew disenchanted. When the hero The- user, probably using a staff or a dagger. seus (see the DEITIES & DEMIGODS™ There is a good chance (80%) that he will Daedalus was the greatest of the sages Cyclopedia) appeared on Crete to slay be unarmed when encountered, and he of ancient Greece, a man possessed of the Minotaur, Daedalus was approached has no use for armor. matchless ingenuity and a restless curi- by Ariadne, Minos’ daughter, who had Daedalus has two minor fields of study, osity. An Athenian by birth, it is said that fallen in love with Theseus and wished to Humankind and Supernatural/Unusual. he was responsible for the invention of help him on his quest. Daedalus gave His major field is the Physical Universe, the axe and the saw in the Grecian Ariadne a ball of thread, and instructed with special categories of Architecture & universe. her to have Theseus unwind it as he went Engineering, Mathematics, and Physics. Early in his career he helped define the through the maze, thereby enabling him He will not take service with anyone, forms of the statues which mortals carved to find his way out again. Theseus did so, since he is already employed (by the Si- of the Olympian gods: Whereas before killed the Minotaur, and left Crete with cilian monarch), but will be willing to the idols were rather formless and only Ariadne and her sister. help any adventurers (for the proper fee) vaguely resembled their representative King Minos discovered the plot and should their business be considered im- deities, Daedalus made them more hu- ordered Daedalus and his son, Icarus, portant enough by him and his king. He man in appearance, adding physical fea- imprisoned within the immense labyrinth. can construct artificial wings that will tures like arms and legs. This did not stop Daedalus for long. Ob- perform as if the user was under a Fly In an argument with his nephew, a rival serving the flight of birds from a tower spell (with the same limits on duration). architect in Athens, Daedalus killed his window in the center of the labyrinth, He will react poorly to people who threat- relative and fled Greece to the island of Daedalus made notes on their method of en him or set themselves up as rivals to Crete, to seek sanctuary in the court of flight and soon constructed two pairs of him in any way. the mighty King Minos. Minos charged artificial wings for himself and his son. BIBLIOGRAPHY: New Larousse En- Daedalus with the responsibility of con- After fastening the wings on with wax, structing a prison for a monster that lived Daedalus and Icarus leaped from the cyclopedia of Mythology (hardbound, with him in the palace. The god Posei- tower and flew to freedom. Icarus, how- Prometheus Press). don, angered by being slighted by King ever, ignored his father’s warnings about Written by Roger Moore

in the same heroic vein. Some legends skill at running long distances that she Point-blank range (1”-5”): +9 to hit say she took part in the quest for the can beat any person she is racing against and +7 to damage. Golden Fleece led by Jason, but there is so long as no “unfair” (magical) tactics Short range (up to 21”): +8 to hit and not much evidence for this. At the funer- are used — and Atalanta will not marry or +6 to damage. al games held for Jason’s uncle Pelias, even acknowledge the winner of a race Medium Range (up to 42”): +4 to hit after the Argonauts returned, Atalanta that was run unfairly. and +2 to damage. took part in the wrestling matches and Atalanta does not care much for love Long Range (up to 67”): +0 to hit and defeated the hero Peleus, who was to be herself, being immersed in the adventur- +1 to damage. the father of Achilles. ing life. When grappling for sport or in Atalanta is assumed to have made her Atalanta is tall and slim of build. She battle, she gains a +20% bonus to her own bow and arrows, enabling her to dresses simply, in robes that do not base score to grapple, and a +10% bonus add her strength bonuses into her point- hamper her movement, and her hair is to the grappling table score to determine blank and short range scores to hit and kept in a sort of pony-tail knot. what hold she has obtained. damage. As Greek heroes and heroines Though she has apparently done little Atalanta also may be treated as a 9th- go, Atalanta is perhaps one of the best to make herself more attractive to men, level Archer (see DRAGON™ #45, p. 32- examples of what an archer character Atalanta’s ability at athletics seems to 36). All abilities remain the same, but her would be like. Whether she can use any make her all the more desirable, and she bonuses to hit and damage with a bow magic-user spells or not is up to the DM’s has no end of suitors. This problem is and arrow are changed as follows (in- discretion. one she has easily tackled by declaring cluding all adjustments for strength and BIBLIOGRAPHY: Mythology (paper- that she will only marry a man who can skill, and including the -2 and -5 penal- back, Mentor Books) by Edith Hamilton. beat her in a foot race. Atalanta has such ties for medium and long range): Written by Roger Moore 19 Dragon Vol. VI, No. 8

Within them is the golden shrine of Apol- point, the postulant must make a saving lo. The doors of the shrine open into a throw, at a bonus of +2, as for a Fear huge cave, cut out of the cliff, and fis- spell, or he will run screaming from the sured with a hundred cracks, all echoing cavern. and booming with strange voices and Once this first fit passes, the Sybil will the noises from the sea far below. speak in a hollow male voice, unlike her The Sybil will aid parties of good play- own, and demand the question from the 16th-level cleric er characters in the usual clerical ways. postulant. She then answers it, as clearly ALIGNMENT: Lawful good She will give oracles to any characters, or as cryptically as the DM wishes. (Bear HIT POINTS: 56 though those of evil alignment will not in mind the most famous Sybilline re- ARMOR CLASS: 10 receive a very clear or helpful answer sponse: When the Persians asked if they NO. OF ATTACKS: 1 from Apollo. should invade Greece, another sybil re- DAMAGE/ATTACK: 1-6 The Sybil can, in special circumstan- plied: “If you do, a great empire will fall.” HIT BONUS: Nil ces, open gates to the outer planes and The Persians, as rash as many an AD&D MOVE: 12” even accompany parties there. character, decided that of course she PSIONIC ABILITY: 190 The DM may make up The Sybil’s meant the Greeks. She didn’t.) Attack/Defense Modes: D, E / F, H, J spells to suit his or her campaign, or The Sybil of Cumae has a special STRENGTH: 13 he/she may employ this suggested list: power not usual among sybils: the ability INTELLIGENCE: 17 First level: Bless, Command, De- to open gates to other planes. Since this WISDOM: 18 tect Evil, Detect Magic, Light, Re- power is a special gift from Apollo, The DEXTERITY: 13 move Fear, Resist Cold. Sybil’s gate ability is very different from CONSTITUTION: 18 Second level: Augury, Chant, the standard clerical Gate spell. For one CHARISMA: 16 Hold Person, Know Alignment, thing, it doesn’t attract the attention of Resist Fire, Silence 15’ Radius, any dwellers on the plane in question. In ancient times the word “Sybil” was Speak With Animals. For another, up to three persons may the title of an order of priestesses of Third level: Animate Dead, Con- carry weapons, though the weapons may Apollo. Though there were small tem- tinual Light, Cure Disease, Dispel or may not be of any use on the plane in ples to Apollo scattered around the an- Magic, Prayer, Remove Curse, question. Because of these differences, cient world, the largest and best-known Speak With Dead. the DM should refer to this power by was the oracle of Delphi, where a number Fourth level: Detect Lie, Divina- another name than Gate, such as “The of priestesses lived under the supervi- tion, Exorcise, Lower Water, Pro- Rite of Opening the Other Worlds.” sion of highly trained priests. Often poor tection From Evil 10’ Radius, Persuading The Sybil to open a gate farm girls, chosen for their strong consti- Tongues. isn’t as easy as asking for an oracle. She tutions, the sybils were trained from Fifth level: Commune, Plane will never open one for what she consi- childhood for the rigorous task of giving Shift, Raise Dead, Quest, True ders a frivolous reason, such as the sim- the God’s oracles. Occasionally, a par- Seeing. ple seeking of treasure, nor will she open ticular priestess would grow so wise in Sixth level: Find the Path, Part one for any character not of good align- her old age that she would live as a her- Water, Speak With Monsters. ment. She will cast a Know Alignment mit and tend a shrine in a lonely spot. Seventh level: Gate — but as a spell to confirm this if necessary. Such a priestess is the Sybil of Cumae. special spell, described below. An eligible character has a base chance Though this Sybil’s real name is Dei- The Sybil’s psionic disciplines are the of 20%, plus or minus his or her charisma phoebe, daughter of Glaucus, she has major sciences of Astral Projection and adjustment, to persuade The Sybil to served her god for so long that she pref- Dimension Door and the minor devo- open a gate. A number of modifying fac- ers to be known simply as The Sybil. She tions of Precognition and Detection of tors are taken into account as bonuses is a stout, muscular woman, with a face Good or Evil. or penalties to arrive at the character’s heavily lined with age so that it resem- Although Apollo demands that the chance of persuasion. If a number rolled bles fine leather. She wears a long, sim- Sybil give oracles to all who ask, he also on percentile dice is equal to or less than ple, white tunic, belted at the waist with a demands a large donation to his temple. the chance of persuasion, the Sybil strip of plain cloth, and wraps her head in Anyone who tries to pinch coppers with agrees to open a gate. The modifiers are: a white scarf to keep off the sun. the god will receive a misleading and Character’s alignment: When she walks outside, she carries a possibly dangerous answer. The DM Lawful good: +10% plain wooden staff, ostensibly to help should examine the party’s wealth and Neutral good: -5% her climb the rocky paths. At times, have Apollo demand as much as they Character’s class: however, she gives foolish young people can pay. (Oracles are an excellent way of Paladin: +10% (not including a good rap with the staff to make them bleeding excess cash from a campaign.) lawful good bonus) think or hold their chattering tongues. A standard sort of gift at Delphi was Cleric: +10% In general, her manner is brusque and golden bejeweled bowl, set on a carved Thief: -10% impatient. Though she’ll turn away no silver stand, the whole worth about Character has been quested to one who needs her aid, she is so old and 10,000 gp. A poor but honest farmer, visit this plane by: so wise that she almost always views the however, can offer a dozen eggs and re- Lawful good cleric: +15% normal concerns of men and other races ceive treatment equal to a prince’s. If A deity of good alignment: +20% as a waste of her time and theirs. She can Apollo accepts the gift, the Sybil will give Apollo himself: +50% be quite sarcastic. Once, when Aeneas one oracle per day, using the following The journey will: the Trojan begged her to show him the procedure: save the PC’s life: +10% way to the land of the dead, she replied: The Sybil leads the postulant alone to save the lives of others: +25% “Getting down to Hell is easy — it’s find- the back of the cavern among the boom- benefit others: +15% ing your way back that’s the real job.” ing voices. There she goes into a trance, The journey will defeat an evil The Sybil lives alone in the shrine of which is broken when she cries out: “Be- power: +25% Apollo that she tends. Up on the side of a hold the god!” Her whole body trembles; The character is willing to high cliff, overlooking the sea, stands a her hair stands on end; she throws her- undertake a quest for Apollo thick grove of trees, sacred to Hecate. self about and moans wildly. At this in return: +50% 20 February 1982 Dragon

A lawful good character has a chance gate to the chosen plane opens before god strikes the animals and servants of of persuading The Sybil to accompany the character and the party. the party with his black-tipped arrows. him or her on the journey. Make a se- Whether or not The Sybil accompan- They sicken and die within 2-8 days. cond roll of percentile dice, using a base ies them on the entire trip, she always Henchmen are next, dying within 2-8 chance of 15% and appropriate modifiers. leads party members to the door of the more days. If the party is stupid enough Characters whom The Sybil helps must desired plane. In her presence, the Astral to misunderstand what’s going on, they supply sacrificial animals for the gate Plane appears a dark, damp cave with suffer the same fate if preventive mea- ritual. These must be young, in perfect insubstantial monsters lurking in the sures are not taken. At this point, The health, and without blemishes, and cost corners. A good touch for the DM: Fill it Sybil or another such priestess if The twice the usual prices for animals in the with the shades of all monsters the party Sybil is dead, demands retribution. campaign. Though Vergil is vague on killed in previous adventures; classical If the party begs the god’s forgiveness, this point, presumably farmers living chimeras and minotaurs will do, howev- returns all stolen treasure, and offers near the shrine make a good living sup- er. These monsters cannot harm the par- atonement, the disease of the curse is plying animals to characters. For gates to ty in The Sybil’s presence. merely severe, not terminal, as on page planes of evil alignment, the animals are On the far side of the astral “cave” is a 14 of the DMG. Atonement includes a black bulls; for neutral, gray sheep; for gray, fast-flowing river. Wading through large ransom to a temple of Apollo and good, white horses. The ritual requires it brings the party to the plane they seek. undertaking a dangerous quest at the either 4, 8, 12, or 16 (d4 x 4) animals. After the journey, as the party returns to god’s will. Since Apollo once slew the The gate ritual takes place at sunset on this river, they see The Sybil waiting on monster Python, killing a particularly the clifftop in a grove sacred to Hecate the other side if she hasn’t accompanied loathsome monster without gaining ex- and Apollo. While the character holds a them. No matter how long the adventure perience points might also be a suitable bronze basin to catch the blood, The in the plane seems to take, it will be dawn atonement. Sybil cuts the throats of the animals with of the next day after the ritual when the BIBLIOGRAPHY: The Aeneid of Ver- a bronze knife. A fire is lit on the altar, party returns to The Sybil’s presence. gil, Book VI, for Deiphoebe herself and and the choicest bits of meat are wrapped Since The Sybil’s shrine is filled with the rite of opening the Underworld. Two in fat and laid to burn as offerings. The rich offerings, characters might be temp- particularly dramatic examples of Apol- Sybil then cries out: “Be far from us, oh ted to rob it. If anyone is this rash, or lo’s curse appear in the Iliad, Book I, and ye profane ones!” Anyone not passing foolish enough to insult or injure The the Aeneid, Book III. Par Lagerkvist’s Sybil herself, Apollo will take a personal through the gate must leave immediately short novel, The Sybil, is an imaginative revenge. He afflicts not only the offend- or be struck mad, following the Insanity reconstruction of the life of another sybil table on page 83 of ing character but also his or her party Guide. After the area is cleared, The Sy- with the curse of Apollo, a rotting dis- at the Delphic shrine. bil begins to chant. As the moon rises, the ease similar to bubonic plague. First the Written by Katharine Kerr

15th-level centaur ranger doctor and healer, and learned so much fields of study are in Flora, Fauna, and with clerical and sage-like abilities that he was able to raise men from the the Physical Universe. Chiron may be ALIGNMENT: Lawful good dead. The Olympian gods took affront to considered to have as his special cate- HIT POINTS: 125 this, and Zeus slew him, though Asclepi- gories the fields of Philosophy & Ethics, ARMOR CLASS: 2 us later became the god of medicine. Weaponry & Warfare, Medicine, and Me- NO. OF ATTACKS: 2 Chiron may be found, if any AD&D™ taphysics. He may have a wide collection DAMAGE/ATTACK: By weapon type (+3) adventurers are able to get to ancient of teaching materials to aid him in his HIT BONUS: +2 (+3 with missiles) Greece, living in a triple-normal sized classes, gathered from all parts of the MOVE: 18” colony of centaurs which he rules. Nei- environs of Greece and its neighbors. PSIONIC ABILITY: Nil ther he nor his pupils are troubled in the Any character who spends a year under STRENGTH: 18 (71) least by other centaurs, who respect Chiron’s instructorship will gain one INTELLIGENCE: 18 Chiron mightily. Chiron uses standard point of wisdom; if the character is a WISDOM: 18 centaur weapons as well as a shield; his member of the fighter class, or a cleric DEXTERITY: 16 dexterity reduces his armor class from type dedicated to a Greek deity, he or CONSTITUTION: 18 the front to the equivalent of plate mail she will also gain one level of experience CHARISMA: 18 and shield on a human. from the teachings. Chiron may accept Chiron functions in all ways as a ran- favors or quests from characters in place In ancient Greece, before the Trojan ger, though normal centaurs cannot op- of monetary payment for his services. War, lived an immortal centaur named erate in this class. His spells may be Chiron is immortal; if poison enters his Chiron who was good-natured and wise, chosen by the DM, either at random or bloodstream, it causes him great tor- unlike the marauding sorts of centaurs through purposeful selection. ment though it will not kill him. Chiron common to the area at the time. As a healer, Chiron functions as a cannot be killed by any normal means Chiron was educated by Artemis and 12th-level cleric, using only curative (assume he regenerates all lost hit points Apollo in the arts of hunting and medi- spells (but he cannot raise the dead). His at the end of each melee round, even if cine. His fame and skill increased to the healing abilities are not truly magical his total is reduced to zero or less during point where he was universally revered and are manifested through the use of that round), and any who dare attack him by gods and mortals alike; many people natural materials, drugs, ointments, and risk the wrath of the Olympian gods and brought their children to him to have him bedrest. goddesses, as well as that of the entire teach them in turn what he knew. Among Chiron is very knowledgeable about a local nation of centaurs. his pupils were such heroes as the hun- variety of topics. If pressed for informa- BIBLIOGRAPHY: New Larousse En- ter Actaeon, the adventurer Jason, and tion, he will function as a Sage with the cyclopedia of Mythology (hard bound, the warriors Peleus and Achilles. Anoth- major fields of Humankind, Centaurkind, Prometheus Press). er pupil, Asclepius, became a renowned and Supernatural & Unusual. His minor Written by Roger Moore 21

Dragon Dragon Vol. VI, No. 8

much as 150 pounds or so goals. Dwarves are clannish, due to their broad build and As AD&D™ players more so than most other rac- musculature. Most people es, and few make a habit of also know that dwarves pre- spending a lot of time among fer living underground in cav- know, the dwarves are a the company of non-dwarves erns and mines, they value for long periods of time. gold highly, and they have human-like race, standing A strong streak of material- beards (female dwarves are ism is present in the dwarven also said to be bearded). about 4 feet high but weighing as character, and they are some- Their use of axes and ham- times notoriously jealous of mers as weapons and their what the own. Dwarves tend hatred of and giants is also familiar. as bachelors, they do not appear overly to hoard their wealth, spending money However, this limited amount of informa- sad or frustrated. Their careers fill their only to make more money, and are very tion is the extent of most people’s aware- daily lives as completely as would the watchful of thieves, real and suspected. ness and knowledge of dwarves. presence of a wife, and appear to give In dwarven society, there is but one pe- Scattered throughout the AD&D books them much the same satisfaction (par- nalty for pickpockets and burglars, and and a number of other sources are other ticularly in the metal-working and jewel- that is death — unless, of course, the bits of information regarding this poorly er crafts, for reasons to be given later). thief is working for the dwarves against understood race — information that may How would a human society cope with someone else. mean little in itself, but when put togeth- an excess of males such as this? History Many dwarves are rather vengeful, and er presents in some detail an interesting reveals that at times such as this, human remember slights or insults long after portrait of a distinctly different race, one societies turn to warfare or extreme vio- they have ceased to matter to anyone that does not share our human values lence in order to bring the sexual imbal- else. They may well take opportunities to and feelings on the topics of life and liv- ance back to normal. For dwarvenkind, redress the situation when their enemies ing. Much of the difficulty in getting to however, a male-to-female ratio of 20 to have been lulled into complacency. Lit- understand dwarves is due directly to 1 is normal. tle wonder that other races sometimes their habit of separation from the affairs Some dwarves, male and female alike, distrust dwarves more than they do gob- of other races. The dwarves are very would not marry even if they had the lins. Who knows, they ask, what a dwarf much a race apart. chance, so immersed are they in their is really thinking of you? One of the most striking features of work. The greatest heroes and heroines To other intelligent races, dwarves are dwarven society is the inequality in num- of dwarvenkind have almost always been humorless, “dour and taciturn” (as the bers of males vs. females. Two out of single, as marriage means the end of any DMG puts it), and loveless except for a three dwarves are male at birth, and this outside occupations, especially adven- lust for more and more gold. Such is not ratio continues to hold true as dwarves turing. For a married dwarf to adventure true; there is much joy in a dwarf’s life in get older. The effect this has upon them or otherwise spend a lot of time out of the such things as the birth of a child, the reaches into nearly every aspect of their home is seen as a shirking of responsibil- crafting of a beautiful jewel, or the forg- lives. Most male dwarves do not marry, ities and a disgraceful insult to the other ing and finishing of a great suit of armor but instead devote their lives to careers partner of the lowest order, in effect say- or a matchless weapon. as craftsmen, miners, adventurers, and ing that the partner (be it he or she) is not Yet, it is true that for the most part, the so forth. worthy of the other’s affections. Much of life of a typical dwarf is fraught with Dwarves who do enter into marriage this feeling is caused and reinforced by ceaseless toil and labor; the dwarves’ become exceedingly jealous and pos- the basically lawful good nature of the work ethic makes the human conception sessive of their partners, restricting the dwarven fold. of the same concept appear lackadaisi- freedom each has in exchange for a life By and large, dwarves are seen as pos- cal. They pay a price for this drive, in of devotion to each other and their child- sessive, single-minded, perhaps having terms of the many lines that fill their fac- ren. Yet, though roughly half of all male a narrow range of interests, yet throwing es as they age. This price, however, is dwarves are destined to go through life all their energies into the seeking of their seen as a badge of honor among dwarves, 24 February 1982 Dragon and adds in some sense to their satisfac- races, perhaps the most so. Poisonous tion with themselves. Other races don’t substances don’t affect them as much as always see it this way (especially the they do other races. Dwarves do not use elves, who would be sorely distressed to any magical spells, but this has proved to have to live such serious and hard- be a saving grace at times — such as working lives). Those few who do admire when cursed rings fail to function when the dwarves and uphold their achieve- worn, giving them a chance of recogniz- ments publicly will come to win their ing the cursed enchantments. Magical cautious gratitude, and in time may be spells and magical effects of other sorts counted in some manner as an “honor- may be more strongly resisted by dwarves ary dwarf” if they continue to actively because of their non-magical natures. support and champion dwarven causes. Their strength is also considerable and Interestingly enough, there is some in battle serves to offset their short element of humor in the dwarven charac- height. Though dwarves are not as agile ter, of a nature particular to themselves. as other races, this doesn’t appear to af- Whenever dwarves have been responsi- fect them greatly in any way. ble for the rescuing of persons of other Earlier it was said that dwarves are a races, there is inevitably some jesting race apart. Indeed, they were created and joshing to the effect that the victims that way. The god Moradin, the Father of wouldn’t have had to be rescued if they’d the Dwarves, is said to have fashioned been dwarves, or that the dwarves fail to them secretly of iron and mithral, in a understand what was so awful about the forge in the fires at the heart of the world. situation (regardless of how bad it was). No other god suspected what was hap- Though two demons, a dragon, and an pening, it is told, and when dwarves ap- entire tribe or orcs be slain in the con- peared upon the world the event was quest, and the dwarves be immensely cause for great surprise among the other proud among themselves, they may put deities. Being a solitary god himself, it on a casual front to other races, and may be guessed that Moradin preferred would appear to treat the whole episode it this way. as a light romp in the afternoon sun. Moradin was able, through his skills, With all this in mind, one understands to give souls to the dwarves when he how dwarves on the whole have such low breathed upon them at their creation charismas when interacting with other (also cooling them as they were taken races. Yet, on the positive side, dwarves from the furnace). This sets the dwarves possess a powerful tenacity, driving on in a group with only humans, gnomes, when others have given up and left the and for company, of beings race. Legends and tales abound of with souls instead of spirits (see the dwarves who dared the greatest obsta- DEITIES & DEMIGODS™ Cyclopedia for cles and dangers in reaching for their clarification of these terms). goals, either to emerge victorious or end Because they are built from the sub- up utterly destroyed. A thing is either stance of the earth itself, dwarves feel a done or it is not, and there is no halfway strong affinity for the lands that lie under about it. Dedication like this can often the ground, and they base their lives on make the difference between success working with the earth’s resources. and failure for adventuring parties. Such One is struck, in the study of dwarven an attitude can prove to be a great mo- theology, by the relationship between rale boost for groups of adventurers, procreation and metalcraft; perhaps particularly lawful good ones. How could more than one dwarven smith has looked one avoid winning, with a dwarf on one’s upon a finished piece of work and felt as side? if he’d breathed life into the metal and The natural tendency to suspicious- given it a soul of sorts, as Moradin did so ness in the dwarven nature has saved long ago. Some of the most popular enterprises from disaster, much more dwarven-told tales concern an ancient often than it has led to the missing of a smith who was able to do exactly that, good opportunity. Dwarves take a great somehow investing his creations with a interest in seeing that the party and its life of their own. The story ends similarly valuables are secure from loss — a great- to the Greek tale of Pygmalion and Gala- er interest than most other peoples can tea, with the smith fashioning a female willingly muster. dwarf from the most precious of metals Dwarves abhor slavery and all forms of and having her come to life. Thereafter, involuntary servitude; they never prac- of course, they were married and he tice it among their own kind or against ceased to bother with his crafts, being other races. Foes are either made to now content. leave the area, coexist peacefully if they Moradin is a proud and possessive elect to stay, or else are slain. Those who god, who owns a hammer and armor that make a practice of enslaving dwarves cannot be stolen or used by any other run the gravest risks; other dwarves who deity in the universe. It is clear that a part find this out will lay aside all differences of him lives on in all dwarves. The em- to unite and destroy them, in a fairly phasis on materialism is difficult for short time, if at all possible. dwarves to rid themselves of. They feel Dwarves are one of the toughest of that if they want a thing they must have it 25 Dragon Vol. VI, No. 8 before them, be it a person, object, or The long-standing rivalry between spread about indiscriminately. It may be experience. Fond memories do not suf- dwarves and orcs, goblins, and giants, conjectured that such matters are left to fice, and sometimes only serve to psy- reflected in the combat skills dwarves the personal preferences of each dwarf. chologically torture the dwarf, because have against these types and races of Two discrepancies appear in the var- he or she may be physically unable to creatures, doubtless points to older ri- ious AD&D volumes concerning dwarves. obtain the thing again. Either a dwarf has valries between Moradin and the gods of Though dwarves may become psionic, something or he/she does not. those non-human creatures. Moradin is not; this may be accepted as Lust for treasure motivates dwarven An investigation of theology reveals Moradin’s way of keeping his thoughts thieves more so than it does thieves of that hill giants are probably the greatest to himself, however. There is also the other races; little do dwarves care what traditional dwarven enemies. For use question of whether dwarven clerics was done to get the item. Because of the against these huge folk, the clerics of (who must be fighters as well) can reach unequivocal penalties for stealing from Moradin may manufacture +3 Dwarven 7th or 8th level; this author strongly fa- other dwarves, dwarven thieves base Thrower war hammers, something no vors the idea that truly exceptional dwar- most of their livelihood on stealing from other race can make. ven clerics may reach the 8th level if they other races (thereby worsening already In the DMG (p. 16) there is a comment have an 18 wisdom. Otherwise they can touchy relationships). The knowledge to the effect that dwarves are more “for- only become 7th-level clerics. that dwarves go through life only once ward” in their behavior toward females Information for this article was taken (souls cannot be “recycled” as spirits without beards, since dwarven women from the Players Handbook, the Monster can be) may also fuel the desire to get all tend to be bearded too. This author Manual, the Dungeon Masters Guide, one can out of life before one goes. (Or, would like to suggest that this statement and the DEITIES & DEMIGODS Cyclo- as an infamous dwarven thief once put it, be disregarded. It was not clear whether pedia. Paul H. Kocher’s book, Master of “Ya gotta reach for all the gusto ya can.”) dwarven females or females of other ra- Middle-Earth (Ballantine Books, paper- When a dwarf dies, it is considered a ces are being referred to, and in any case back), was also helpful, though it con- dishonor for the body to go unburied. dwarves are not at all prone to mate with cerns J.R.R. Tolkien’s version of dwarves Dwarven communities bury their dead in others outside their race. Those persons and not the conception of them given in great stone vaults after ceremonial cre- who have had the audacity to ask dwarves the AD&D rules. mation, symbolically returning the body whether they like bearded or unbearded Dungeon Masters may use this article to the Forge of Moradin and then to the women best have usually been given to standardize the roles and personali- earth, while the soul is freed to make its stony stares — or, if the pollster is per- ties of dwarven NPC’s in his or her cam- journey to the outer planes. The burial of sistent and obnoxious enough, a first- paign, and players may use this informa- weapons, armor, and magical items with hand demonstration of the high quality tion in role-playing their characters if the ashes, as well as gold and jewelry, is of the dwarven-made battleaxe and the they like. This article is a set of guide- not common and is done only for dwarves skill with which one can be wielded. lines for playing dwarven characters, of great importance. Such information was not meant to be and not a set of rules.

26 February 1982 Dragon

anvil has been forged, it must undergo a ritual blessing by the most powerful dwarven cleric in the clan, and 4-16 (4d4) other High Anvil clerical assistants. (The main cleric must be at least 6th level, and must be a member of the same clan as the dwarves who of the Dwarves forged the anvil.) This blessing takes 5-8 days altogether, and the clan’s patron deity is invoked for aid as part of the final enchantments. by Roger E. Moore A High Anvil is not commonly found in a treasure hoard. It might be discovered in the ruins of a dwarven stronghold, but The skill of the dwarven folk at metalcraft is legendary, and even if a clan had been destroyed or driven off, another clan through the ages they have continued to find ways of improving would attempt to keep the Anvil from falling into non-dwarven their abilities at smithing work. At some time within the last hands. Dwarves who do manage to gain possession of a High several centuries, dwarves learned the methods of creating a Anvil (from non-dwarves, of course, since dwarves do not steal magical device that would make them more skilled as armorers, from each other) will gain 10,000 experience points; the award weapon makers, and smiths. The great cost of creating a High is half as great for non-dwarves who come to own one. Anvil, however, has kept the number of these items down to a small scattering; only a very large dwarven enclave can afford to possess one of its own. High Anvils will never be found in the Helm of Subterranean Sagacity shops of dwarven armorers, weapon makers, or smiths who are located in cities and towns, where the danger of theft or dam- (Dwarven Detector) age to the anvil is too great. The High Anvil is a large, elaborately carved anvil forged from an alloy of adamantite and steel. It radiates a faint aura of This magical helmet comes in one size only, which fits any magic. The anvil weighs about 175 pounds and cannot be easily dwarf’s head tightly yet comfortably. It appears much like a moved or carried; it is often fixed or welded to the floor of the normal great helm, and has some of the same basic characteris- main armory of a dwarven colony. tics (gives AC2 protection to head, but allows vision in only a The workmanship involved in the forging and decoration of a 60° arc to the wearer’s front). When worn by a dwarf, it bestows High Anvil represents the best that the dwarves of the clan can upon the wearer the following benefits: offer. The anvil is frequently adorned with depictions of great Quickness and efficiency in detecting facts about an under- events in the clan’s history. While dwarves hold their High ground setting are improved, so that a dwarf need only spend Anvils to be beyond price, a realistic appraisal of one’s worth one round (at most) concentrating on detection of some fact, would probably range from 30,000 to 60,000 gold pieces. instead of as much as one turn. Any attempt at detecting a When used for metalworking, the High Anvil adds +50% to the specific fact (as per Players Handbook, p. 16) is made with a skill level of dwarven armorers (Dungeon Masters Guide, p. 29), bonus of +1 to the die roll. The chance of detecting “grade or and doubles their efficiency, effectively halving the construc- slope in passage” increases to 100% (4 in 4 instead of 3 in 4), as tion time for any sort of metal armor. does the chance of detecting “new construction or passage/ Dwarven smiths using a High Anvil have their efficiency tunnel.” The chance of detecting “sliding or shifting walls or doubled in the forging of any item, and weapon makers may rooms” is raised to 5 in 6, and the chances of detecting “traps construct axes, swords, and the like at three times the normal involving pits, falling blocks and other stonework” and of de- rate by working them on the High Anvil. termining approximate depth underground are both 4 in 6 (use Non-dwarven characters or creatures who use a High Anvil (a d6, not d4, for these rolls). very rare occurrence, since dwarves are very protective of their It is possible for a gnome, , or other small humanoid treasures) will have +25% added to their skill as an armorer but to put on the helmet. But because it doesn’t fit as tightly on will enjoy no other benefits. non-dwarves, the magically enhanced impressions are not The increases in skill level and decreases in construction transmitted accurately. Gnomes, halflings, and other similar time are not permanent for the characters involved, and only creatures who attempt to use the helmet must subtract 2 from apply when a High Anvil is being used. Mithril and adamantite die rolls to determine success. Thus, a gnome wearing the alloys may be worked with greater ease on a High Anvil, and helmet has his chances (PH, p. 16) of successful detection any materials forged on a High Anvil are certain to be of high reduced to 60%, 50%, 40% and 30% respectively (use d10 for all quality. determinations). A halfling wearing the helmet has only a 25% A High Anvil is created by a long and involved process of chance of success at determining an up grade or down grade (1 crafting and enchantment. The physical work upon the Anvil in 4 instead of 3 in 4), and a 30% chance (use d10) of determin- will take between 24 and 36 months, and can only begin after ing direction. the members of the clan have taken 6-24 (6d4) months to The Dwarven Detector acts as a normal helmet at all times decide on the anvil’s shape, design, and decorations. Once the when its subterranean detection powers are not being used. 27 Dragon Vol. VI, No. 8

Why aren’t ettins mentioned among the bigger creatures can never be dwarven thieves or assassins, and if those charac- which attack dwarves and gnomes at -4? ter types are included in an adventure or a campaign, the Ettins may be big and dumb, but they don’t suffer any penalty Monster Manual information (at least with regard to alignment, “to hit” against dwarves and gnomes because of the most ob- armor and weaponry in this instance) will have to be “modified” vious difference between ettins and other big humanoids: their accordingly. two heads. In the words of the Monster Manual, “One of the ettin’s heads is always likely to be alert, so they are difficult to * * * surprise.” And, presumably, also difficult to sneak up on in any other way. What would be a reasonable spread of races and sub-races for adventurers and NPCs? For instance, what would be the * * * chance of a PC dwarf being a mountain dwarf? The chance of a player character dwarf being a mountain Could an or dwarf who has reached the highest level dwarf is 100% — if the player wants to be one, and if no circum- possible use an Ioun Stone to gain further levels? stances of the campaign prohibit such a choice. This decision No. Ioun Stones do not contain powerful enough magic. is one a player can make for his character, although the simple None of the six stones which have the power to increase ability desire to be a mountain dwarf is sometimes not enough to scores can make them better than the mathematical maximum guarantee that the character will be a viable member of a group of 18. Although no similar limit is specified for the power of the of adventurers. If the player knows something about the DM’s pale green stone which “adds 1 level of experience,” it is un- campaign milieu beforehand, there may be obvious reasons reasonable to assume that this stone can exceed the prescribed why a mountain dwarf would not be a desirable character. If maximum (in this case, a maximum number of levels) when the there are no mountainous areas in the DM’s world, for instance, others can’t. where (if anywhere) can a mountain dwarf call “home”? In a world consisting of nothing but oceans, deserts, plains and * * * forests, it might be hard to justify the existence of any type of dwarves. Are there any alignment restrictions for dwarves? The Mon- When the DM is deciding which races or sub-races his NPCs ster Manual says they are lawful good. should be, he must take other things into account besides Many of the particulars of the Monster Manual description of simple preference. First and foremost, for dwarves, the geo- dwarves are intended only to strictly apply to non-player char- graphy and topography of the environment will dictate whether acter dwarves. Alignment is one of these particulars: Not all a certain clan in a certain area is composed of hill dwarves, player character dwarves have to be lawful good, just like not all mountain dwarves, or maybe some hybrid of both. Other infor- player character dwarves have to have just one hit die, and not mation gleaned from the rule books can be used to make things all player character dwarves will be “Very” intelligent. “fit” properly: For instance, if a band of halflings is located in No player character race is restricted as to what alignment a close proximity to a clan of dwarves, it would be quite proper to member of that race can be. The only restrictions placed on designate them as stout halflings because of that sub-race’s races concern what classes they can become — and some of known affinity for dwarves. There are no “percentages” for the those classes have alignment restrictions, but that’s a different chance of a dwarf being a mountain dwarf, or a halfling being a matter. stout halfling, because no set of guidelines could be developed A player character dwarf can be a thief, an assassin, or a that would be appropriate to every type of campaign. fighter, or certain combinations of those classes. If all dwarves had to be lawful good, no dwarf would be able to be a thief or * * * assassin. Player character dwarves can theoretically be of any alignment, as long as it fits the rules for the class(es) they Do dwarves rise to the 7th or 8th level of clerical ability? The belong to. DEITIES & DEMIGODS™ Cyclopedia (p. 108) and the Monster Non-player character dwarves, as described in the Monster Manual (p. 35) either state or imply that 7th is the maximum, but Manual, are considered differently. NPC dwarves will be pre- the Players Handbook (p. 14) says 8th. dominantly, if not exclusively, lawful good in alignment. Virtual- In his general article on dwarves in this issue of DRAGON™ ly all of them, except for leader types, will have no more than 1 Magazine, Roger Moore suggests one logical answer to this hit die, and virtually all of them will be above average in intelli- problem: To resolve the discrepancy, it can be ruled that gence. Also note that the MM makes no mention of dwarven dwarven clerics with 18 wisdom can ascend to 8th level, while thieves or assassins being encountered in a large group; all of all others are limited to 7th level. In the final analysis, whether a the higher-level dwarves in a group of NPCs are either fighters campaign includes 8th-level dwarven clerics or not (regardless or fighter/clerics. If you play NPC dwarves “by the book,” there of wisdom score) is a matter of choice and circumstance. Per- 28 February 1982 Dragon haps, if your campaign was begun with a pre-generated band of no foreseeable circumstances where a non-dwarf (even a law- dwarves that includes characters who have 7th-level clerical ful good non-dwarf) would worship Moradin. Likewise, the ability (as per the Monster Manual), you might allow the possi- “right” to worship a certain non-human deity is generally limit- bility of those characters rising to 8th level. But such an ad- ed to members of that particular race (with exceptions and vancement, if it is even possible, would take decades of game additions as noted in the DDG book). But the prohibition can’t time to achieve. According to the age determination charts in always work the other way: Dwarves, for instance, can certainly the Dungeon Masters Guide, dwarven clerics who are estab- worship human or other non-dwarven deities, if that deity’s lished as NPCs are already almost 300 years old. If a dwarf has outlook, alignment, etc., are in accordance with the character’s. spent, say, 200 years rising from 1st level to as high as 7th level So, while not all dwarves must necessarily worship dwarven in clerical ability, then the advancement from 7th to 8th level is gods, all the worshipers of any dwarven god will be dwarves certainly not going to come about “overnight.” themselves. * * * * * *

Why is the dwarven deity Moradin non-psionic while dwarves Can a dwarf use a long sword in one hand? can be? A dwarf is too short to use a bastard sword one-handed. Can Again, Roger Moore tackled this problem in his article by a dwarf use it two-handed, and if so, does he strike every other suggesting that Moradin simply doesn’t let on that he has psio- round with it? nic powers, preferring to keep his thoughts to himself. Without Whether a dwarf can use or carry any sword longer than a assuming so much about what kind of a guy Moradin is, the short sword is a matter of conjecture and contention. Certainly, question can also be approached in this fashion: a dwarf is capable of lifting and swinging a long sword, a broad Dwarves and halflings are the only characters besides hu- sword, or a bastard sword. But the shortest of these weapons is mans who can possess psionic ability, and only dwarves and almost as tall as the average dwarf. This makes such weapons halflings of an “unusual” nature are eligible. “Unusual,” in this unwieldy, even in the hands of a dwarf (or other diminutive case, can be taken to include those dwarves and halflings who humanoid) with above average strength or dexterity. No dwarf have a small amount of human blood (due to some racial inter- in his right mind would try to carry such a weapon around with mixing at some time in the distant past), which affords them the him, unless he enjoys being overly encumbered and likes wear- opportunity to have human-like psionic ability. (Why aren’t ing his scabbard belt up around his shoulders. Any dwarf who psionics also possible for “unusual” gnomes, elves, half-elves, tries to take a long sword down the dungeon steps is probably and half-orcs on the same basis? Because some factor which going to clank and clatter so much that he’ll be a walking lure exists only in the biological makeups of dwarves and halflings for wandering monsters. Other player characters aren’t going makes the “passing on” of psionic potential possible.) Of to put up with this sort of situation for very long, if at all. course, any dwarf or halfling who is “unusual” in the genetic If a dwarf finds himself unarmed in the midst of melee and sense would also have to meet the standard qualifications for there’s a long sword lying on the floor nearby, nothing’s to having psionics — intelligence, wisdom or charisma of 16 or prevent him from grabbing it and flailing away. But he isn’t higher, and so forth. going to wield it well: For one thing, he can’t possibly be profi- So, to answer the question, based on those assumptions: cient in the use of such a weapon. And in addition to the Moradin isn’t psionic, just like the vast majority of dwarves are customary penalty for non-proficiency, the DM might justifia- non-psionic, because the god and most of the mortals who bly tack on penalties to the weapon speed factor, its adjustment worship him are full-blooded dwarves with no human blood in against certain armor classes, and its damage figure. Even if a their background. dwarf is able to manipulate a long sword or broad sword and score a hit despite all the penalties attached to the attempt, he * * * might be unable to bring the weapon to bear on a target with any more effectiveness than if he were wielding a short sword Concerning Moradin: “Worshiper’s Align” for him is listed as — and perhaps the damage figure would be adjusted even “Lawful good (dwarves).” Does this mean that only lawful good lower (for instance, a maximum of 1-6 per hit against any size dwarves may worship him, or that all dwarves and any other opponent). lawful good character may worship him? Whether or not a dwarf can use a long sword or a broad sword Well, it can mean both of those things (not at the same time), with one hand, or a bastard sword with two hands, is a topic that and a few others besides. It depends on the circumstances of calls for more interpretation by the DM. If you choose to allow a the campaign. If Moradin is the only dwarven god in the DM’s dwarf to employ a long sword with one hand, then you’ll have to pantheon, then dwarves don’t have much choice if they want make a different set of penalties for one-handed or two-handed (or feel a need) to worship a dwarven deity. Non-lawful, non- use of the weapon, and make the one-handed penalties stiff good dwarves, such as player character thieves and assassins, enough so that it’s highly advisable to use the weapon with both might have difficulty adhering to Moradin’s standards. Howev- hands if it is used at all. The penalties that might accrue to a er, if Moradin is the only dwarven god, and he knows he’s the dwarf trying to use a bastard sword with both hands might be so only dwarven god, and if those dwarven thieves and assassins great as to make it mathematically impossible for the character don’t have another acceptable deity to turn to, then Moradin to score a hit — but that shouldn’t prohibit him from trying. He’ll might not look upon those dwarves with absolute disapproval, learn his lesson soon enough, if he survives that long. and could be expected to understand their plight. He is lawful In matters like this, where the rules provide no specific allow- good, after all, even if some dwarves might not be. ances or prohibitions, logic and common sense must rule. It is In a campaign with a more fully developed dwarven pantheon enough for a Dungeon Master to discourage the use of long (possibly including those gods mentioned in the DEITIES & swords by dwarves by administering logical and sensible pen- DEMIGODS Cyclopedia, and others; see the article on the alties to the attempt, rather than issuing an outright proclama- following pages), where dwarves of non-lawful, non-good tion against such activity. Let players do what they want, as alignments can worship a more “agreeable” deity, then it is long as they’re willing to pay the price... unlikely that Moradin would want to attract, or have to put up with, any dwarves who aren’t lawful good. General guidelines for how to run the deities of a campaign are virtually impossible to set forth because of the vast number of variables involved. But it is probably safe to say that there are 29 Dragon Vol. VI, No. 8

30 February 1982 Dragon

nature and beliefs as the hu- Most of the lesser deities man pantheons reflect that and demigods of the dwarves of their human worshipers. One of the most are involved with the spheres In describing the dwarven of fighting, warfare, guard- pantheon, several distinct dif- ianship, the earth, metals, ferences are evident between powerful of all the non- craftsmanship, earthquakes it and usual human religions. and volcanoes, fire and lava, All of the greater dwarven human pantheons is that of the the protection of the dead, gods are at least twice as tall medicines, and strength. On- as normal dwarves, ranging dwarven fold, and it well reflects their ly very few, if any, deities all the way up to Moradin’s known in dwarven pantheons 20-foot height. Though some have anything to do with the human observers and reviewers have symbol, either. Dwarves should take pride sea, the air and atmospheric phenomena said this is an indicator of an inferiority in their own achievements, and respect (rain, clouds, stars, etc.), plant life and complex dwarves have about their height, the earth from which they came; thus forests, comedy, any animal, or chaos. this claim is patently ridiculous. More tools, weapons, and so on were deve- likely it reflects the dwarves’ own sense loped and used as religious symbols. Most dwarven pantheons do include at least one lesser god, very obese and with of self-importance (perhaps a little ex- Five of the most commonly accepted a ratty beard — the god of alcohol and aggerated, from the human viewpoint). dwarven deities are described in this ar- Dwarves refuse to see themselves as a ticle. A description of Moradin, invaria- fermented beverages. These particular “minor race,” and indeed, there is much bly the ruler of all dwarven pantheons neutral gods could in some ways be said to support the view that the dwarves are (though he may be known by several dif- to be comic gods, though few dwarves would say so. Certainly the tales of their one of the most powerful of all races ferent names) is found in the DEITIES & antics are seen as comic by the other (perhaps second only to humanity). Less- DEMIGODS™ Cyclopedia. There are er dwarven gods are generally shorter many dwarven gods and demigods, some demi-human races. Dwarves who wor- than the greater gods; demigods are of which may be connected with certain ship these deities are probably heavy roughly normal dwarven height, and no planes or areas all their own. Every clan drinkers, and the usual way in which dwarven deity is taller than Moradin, the of dwarves has a pantheon that will vary these beings are worshipped is to simply Soul Forger. from every other clan’s pantheon (leav- go to the nearest tavern, get blind drunk Another interesting aspect of dwarven ing Dungeon Masters quite free to de- and make a fool of oneself. The names of religion is that the holy symbols used are velop their own pantheons and not worry these deities are different from clan to invariably non-living objects: tools, wea- about anyone else’s). clan, though there is some evidence that pons, mountains, minerals, and so forth. Some final notes about dwarven gods many of these names (Budwizr, Koorz, This derives in large part from some of in general: All dwarven gods possess Mo-ghan Davit) may actually represent the teachings of Moradin, who ruled that double charismas, one applying to the same being. the dwarves must hold no other race dwarves and other dwarven deities, and Dwarves on rare occasions worship above them; having an animal as a sym- the other to everyone else. Just as the deities from other pantheons. In particu- bol would then be a way of saying that dwarves hold themselves as a race apart, lar, Goibhnie (of the Celtic mythos) and animal was better than the dwarves. so do the dwarven deities keep them- Hephaestus (of the Greek) draw much Likewise, Moradin said that the dwarves selves generally aloof from the workings favorable attention from dwarves, as they should not ever worship each other, so and dealings of other pantheons (with a represent powers of smith-work and the no dwarf or part of one is used as a holy few exceptions, as will be seen). earth.

CLERICAL QUICK REFERENCE CHART Sacrifice/ Sphere of Raiment Propitiation Deity control Head Body Color(s) Holy days Frequency Form Moradin all dwarves silvered helm chainmail earthy crescent moon monthly melted metals Clanggedin war, battle war helm chainmail silver before battle before battle weapons Dumathoin secrets, earth bare leather brown new moon monthly gems & jewels Abbathor evil, greed leather cap leather red solar eclipses annually blood & gems Vergadain suspicion, trickery helmet chainmail gold full moon monthly gold Berronar safety, truth silvered helm chainmail silver new year’s day annually silver Information on Moradin’s worship was taken from the DEITIES & DEMIGODS™ Cyclopedia. None of these dwarven gods has a sacred animal. Moradin is worshipped at forges and hearths; Clanggedin is worshipped on the battlefield, and the rest are worshipped in underground temples carved from natural rock. Only male dwarves may become clerics of the male dwarven deities, and females become clerics of the female ones. 31 Dragon Vol. VI, No. 8

FREQUENCY: Very rare rhythmic tapping sound with their tools There is a 20% chance that an affected NO. APPEARING: 1-4 or weapons against the tunnel wall. This character or creature will also develop ARMOR CLASS: 2 sound carries in a 120’ radius through kleptomania (DMG, p. 83). Rappers can MOVE: 9” the underground corridors and rooms; it keep up their tapping for an infinitely HIT DICE: 4 is never very loud, but is annoying to long duration. % IN LAIR: 95% listen to. Within the 120’ radius this tap- If they are located and attacked, rap- TREASURE TYPE: See below ping noise will reduce the chance of pers will attack in a crazed manner and NO. OF ATTACKS: 1 successfully listening at doors by 20% will howl and shriek loudly, possibly DAMAGE/ATTACK: 2-9 or by weapon (making it impossible for non-thieves to (40% chance) attracting additional mon- SPECIAL ATTACKS: Insanity, loss of listen at doors at all). sters. Anyone struck by a rapper’s wea- direction After listening to this tapping sound pon or by the rapper itself must save vs. SPECIAL DEFENSES: +1 or better for longer than an hour, a human or magic or be affected as if by the 6th-level weapon to hit, invisibility demi-human or humanoid creature must cleric spell Lose The Path for a full day. MAGIC RESISTANCE: Standard make a saving throw vs. magic at +2, or During this time the character will be INTELLIGENCE: Average else develop a form of insanity (mono- unable to tell directions and must be led ALIGNMENT: Neutral evil mania; see DMG, p. 83, for effects). by hand or by force. SIZE: S (4’ tall) Those who saved the first time against Rappers guard their victims’ remains. PSIONIC ABILITY: Nil this power must save again after listen- For treasure, generate the number and Attack/Defense Modes: Nil ing to it for a second consecutive hour, types of magical items owned by 1-4 LEVEL/X.P. VALUE: V/240 x 4/HP again after a third hour, and so forth. random non-player characters of 1st A rapper is the undead form through 6th level, according of an evil dwarven thief or as- to the tables in the DMG on sassin who died in an attempt pp. 175-176. Hide bodies and to steal something. These be- magic items under rubble or ings typically inhabit old elsewhere in the rappers’ lair. mines and caverns, where Assume each of the dead vic- they attempt to lure victims tims possessed treasure types in to their doom. Rappers J, K, L, M, N, and Q as well. A appear to be pale-skinned victim will not automatically dwarves with semi-translu- possess any magical treasure cent skin, dressed in rags or gems. and carrying weapons or Clerics turn rappers the mining tools. They can go same as wights. Holy water invisible twice a day for 6 does 2-8 points damage per turns, but will become visible hit. Raise Dead and Resur- when physically attacking. rection destroy them, but they Rappers will hide in small are immune to all poisons, corners of underground tun- paralysis, enchant/charm nels and make a constant, spells, and cold attacks.

Greater god WORSHIPER’S ALIGN: All neutral align- the ability to carefully evaluate treasures ARMOR CLASS: -5 ments, especially merchants and as to their true nature and worth. MOVE: 18” thieves (dwarves) Vergadain appears to be a huge dwarf HIT POINTS: 345 SYMBOL: Gold piece wearing brown and yellow clothing. Un- NO. OF ATTACKS: 3/2 PLANE: Concordant Opposition derneath his suit is a set of +5 golden DAMAGE/ATTACK: 3-30 (+10) CLERIC/DRUID: 12th level druid mail, and he wears a necklace that allows SPECIAL ATTACKS: Nil FIGHTER: 12th level ranger him to change his height at will between SPECIAL DEFENSES: Automatically MAGIC-USER/ILLUSIONIST: Nil one foot and 15 feet. At his side is a +4 detects all traps THIEF/ASSASSIN: 18th level thief sword that detects all treasures within 2” MAGIC RESISTANCE: 70% MONK/BARD: 5th level bard of his person whenever the hilt is grasped. SIZE: L (10’) PSIONIC ABILITY: III Most of Vergadain’s adventures con- ALIGNMENT: Neutral (tends toward S: 22 (+4, +10) I: 23 W: 20 D: 23 C: 25 cern the elaborate con games he has chaotic neutral) CH: 18 (24 to dwarves) played on human, demi-human, huma- noid, and giant victims in order to win The patron god of dwarven merchants clues to his worshipers on the locations their every belonging of any worth. He is and most non-evil dwarven thieves is the of great treasures. These clues are usual- not above using any sort of trick to ac- scheming Vergadain. He is said to be a ly hidden in a verse or rhyme of some complish his ends, and is eternally sus- great poet as well, and may dispense sort. His bard-like talents also give him picious of potential adversaries who 32 February 1982 Dragon

Greater god tunneling, mining or the keep- ARMOR CLASS: -2 ing of treasures underground, MOVE: 9” (48”) however. Miners see him as HIT POINTS: 366 their patron, and often carry NO. OF ATTACKS: 2 a small diamond or gemstone DAMAGE/ATTACK: in their pockets (10 gp value) 10-40 (+14) to attract the favor of the SPECIAL ATTACKS: god. Summon elementals Dumathoin appears to be a SPECIAL DEFENSES: gigantic dwarven figure with +3 or better hair and beard of gray stone, weapon to hit earth-brown skin, and eyes MAGIC RESISTANCE: 70% of silver fire. He owns a great SIZE: L (18’) +5 two-handed mattock of ALIGNMENT: Neutral solidified magma. He may WORSHIPER’S ALIGN: All summon 3-18 earth elemen- alignments (dwarves) tals (16 hit dice each) at will SYMBOL: Gem instantly; they will fight for inside a mountain him to the death. Dumathoin PLANE: may also use all metal, earth Concordant Opposition the most benefit to his followers when or stone-related magic-user spells at the CLERIC/DRUID: 15th level cleric/ found. Dumathoin has never been known 30th level of ability, but cannot use any 14th level druid to speak, instead keeping his wisdom to other magic-user spells. FIGHTER: 16th level fighter himself (though he may send subtle MAGIC-USER/ILLUSIONIST: Special/ clues to keen observers on the nature of Unlike most other dwarven deities, 14th level illusionist the world). Dumathoin maintains friendly relations THIEF/ASSASSIN: 12th level thief When Moradin named him protector with non-dwarven deities, though only a MONK/BARD: Nil of the mountain dwarves, Dumathoin few. Among his close allies is Hephaes- PSIONIC ABILITY: VI created a “paradise” for the mountain tus, whom he supplies with adamantite S: 25 (+7,+14) I: 23 W: 25 D: 20 C: 25 dwarves to enjoy. He was angered at first ore, and Grome, the lord of the earth CH: 18 (24 to dwarves) when the dwarves started to “destroy” elementals, who supplies him with ele- the mountains he had provided for them, mentals at a moment‘s notice. Dumathoin is said to hide the secrets but his anger turned to pleasure when he Other gods of metalcraft and the earth of the earth until they are ready to be saw the finely crafted metal items the sometimes do business with Dumathoin uncovered by the diligent and the de- dwarves produced from the ore they had and his representatives for metals and serving. He is the protector of the moun- mined. His enemies are those (dwarven ores as well. For these reasons, clerics of tain dwarves, the keeper of all metals. He or otherwise) who plunder the earth’s this god are sometimes involved in busi- lays veins of iron, copper, gold, silver, riches and take them away for unfair or ness ventures in the selling of metals and and mithril where he feels they will do selfish purposes. He does not object to similar materials.

might try to trick him in return. Followers of Vergadain are usually seen as suspicious characters; as a re- sult, few dwarves will willingly admit that he is their deity. If a follower of this god denies to others that Vergadain is that person’s true deity, the god will not be offended (so long as the proper sacrifi- ces are made). Vergadain himself is always out for his own best advantage, and is a poor source for obtaining the truth — he might even lie to his own clerics, though not very often. Nonetheless, the stories of his out- rageous exploits and his courage and cunning have heartened many a dwarf faced with adversity. 33 Dragon Vol. VI, No. 8

Greater god ARMOR CLASS: 0 MOVE: 12” HIT POINTS: 330 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-24 (+12) SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 50% SIZE: L (8’) ALIGNMENT: Neutral evil WORSHIPER’S ALIGN: Evil alignments (dwarves) SYMBOL: Jeweled dagger PLANE: Hades CLERIC/DRUID: Nil FIGHTER: 14th level fighter sarily at the expense of others. He be- age, and can detect the presence of pre- MAGIC-USER/ILLUSIONIST: 11th level came embittered when Moradin appoint- cious metals (kind and amount) in a 2” illusionist ed Dumathoin the protector of the moun- radius. Anyone but Abbathor who grasps THIEF/ASSASSIN: 20th level thief/ tain dwarves instead of himself, and from this weapon will suffer the loss of one 15th level assassin that day forward has become ever more experience level at once, and will lose MONK/BARD: Nil devious and self-serving in his endea- another level each round the dagger PSIONIC ABILITY: III vors, in a continual effort to wreak re- continues to be held. Abbathor also S: 24 (+6,+12) I: 22 W: 16 D: 24 C: 24 venge on the other gods by establishing owns a shield that casts one Cause CH: 8 (14 to dwarves) greed — especially evil greed — as the Blindness spell per round (save at -6) at driving force in dwarves’ lives. anyone within range. His home caverns Abbathor’s greed manifests itself fre- are said to be made of purest gold. At times, Abbathor has been the ally of quently. Should he set eyes upon any Abbathor’s servants consist primarily the other dwarven gods, but his treachery magical item, or on treasure worth more of Rappers (see description on page 32), and lust for treasure make him a danger- than 1,000 gp, there is a 40% chance that the undead forms of his worshipers who ous associate. He will never help any he will attempt to steal it outright, or slay died attempting to steal something. non-dwarven deity or creature. He can- the owner and then take it (50% chance Abbathor maintains an uneasy truce not be trusted to do anything but evil, of either). with Vergadain (see page 32), with whom unless it suits his own purposes to give Abbathor wears leather armor and furs, he sometimes roams the Prime Material assistance. made from the skins of beings and crea- Plane in search of more treasure. If frus- Abbathor was not always as devoted tures who have opposed him in the past. trated when attempting to steal an item, to evil as he is now. Originally, his sphere He uses a +5 dagger with a diamond Abbathor will try to destroy the item so of influence concerned the appreciation blade and jewels set into the hilt. The he will not be tormented by the memory of valuable gems and metals, not neces- dagger does a basic 2-24 points of dam- of his failure.

Greater goddess ARMOR CLASS: -4 MOVE: 12” HIT POINTS: 370 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 6-36 (+9) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 80% SIZE: L (18’) ALIGNMENT: Lawful good WORSHIPER’S ALIGN: Lawful good (dwarves) SYMBOL: Two silver rings PLANE: Seven Heavens CLERIC/DRUID: 15th level cleric/ 12th level druid FIGHTER: 14th level paladin MAGIC-USER/ILLUSIONIST: 16th level magic-user THIEF/ASSASSIN: Nil MONK/BARD: Nil 34 February 1982 Dragon

Greater god Grolantor (the Hill Giant god) ARMOR CLASS: -4 and the followers of that dei- MOVE: 12” ty. Giants attack Clanggedin HIT POINTS: 375 at a -4 penalty “to hit,” as for NO. OF ATTACKS: 2 mortal dwarves. In the heat DAMAGE/ATTACK: 3-36 (+14) of battle Clanggedin is fond SPECIAL ATTACKS: Does of singing, unnerving his op- double damage vs. giants ponents and increasing his SPECIAL DEFENSES: See below followers’ morale. MAGIC RESISTANCE: 50% Bald and silver-bearded, Clanggedin Clanggedin wields a +4 mithril bat- SIZE: L (17’) lives in a vast mountain fortress manned tleaxe in each hand. He throws the axes ALIGNMENT: Lawful neutral by the souls of the finest dwarven war- with either hand up to 100 yards and WORSHIPER’S ALIGN: All alignments, riors. He taught the dwarves many spe- both will do damage to whatever they hit especially warriors (dwarves) cial methods of combating giant-types, as if he’d struck the target by hand (with SYMBOL: Two crossed battle axes and passed his knowledge and skills on all bonuses to hit and damage). PLANE: Arcadia to the gnomish gods as well. His armor is +5 steel chainmail. CLERIC/DRUID: 12th level druid In the many tales and legends about FIGHTER: 17th level ranger his deeds, the dwarves portray Clang- Although Clanggedin has magical spell MAGIC-USER/ILLUSIONIST: 10th level gedin as a fierce and resolute warrior ability, he will usually only use such magic-user who never backs down from danger and powers to indirectly affect a course of THIEF/ASSASSIN: Nil who refuses to surrender even when all events. Not unless his existence on the MONK/BARD: 6th level bard seems lost, many times winning a victory Prime Material plane is at stake will PSIONIC ABILITY: VI by only the barest of margins against Clanggedin resort to the use of magical S: 25 (+7, +14) I: 20 W: 19 D: 20 C: 25 extreme odds. spells or spell devices in a close combat CH: 16 (22 to dwarves) Clanggedin’s most hated enemies are situation.

PSIONIC ABILITY: III a single day, and at the end of that day attempt is made to use the skill. S: 21 (+4, +9) I: 25 W: 25 D: 20 C: 25 the lock of hair which was cut off will turn Dwarves have a custom of exchanging CH: 19 (25 to dwarves) to gold (worth 10,000 to 40,000 gold pie- rings with those for whom they feel ex- ces). She sometimes gives locks of her ceptional, mutual trust and love; this in- hair to dwarven communities that are dependently parallels a human custom The greatest of all dwarven goddesses exceptionally poor or hard pressed and used in marriage rituals. This dwarven is usually held to be Berronar, who lives otherwise unable to get on their feet ec- ceremony is not lightly given, almost with Moradin in the Seven Heavens at onomically. This is an extremely rare oc- never undertaken with a non-dwarf ex- the Soul Forge beneath the mountains. currence, of course, and must be in- cept in the most unusual circumstances. Berronar is seen as the patroness of mar- voked by a lawful good dwarven cleric of Both participants must be lawful good. riage and love (but not necessarily ro- the highest level in the colony. If this Berronar is said to have inspired this mance). Her name is often invoked in gold or any part of it is used for other practice, and several variations of it exist small home rituals, for protection from than good purposes, it will all disappear. in dwarven colonies across the worlds. thieves and duplicity. Berronar is not a Berronar wields a +4 mace of gold and If a lawful good dwarven fighter ap- passive homebody, however; her own ef- steel that will slay evil thieves and all peals to Berronar for aid for a particular forts to preserve and protect dwarven assassins on contact (save vs. death purpose and makes an appropriately culture and civilization have spanned magic at -4). She wears two silver rings large sacrifice, there is a 5% chance she many planes and universes, and dwarves of great power; one prevents anyone will bestow upon the individual the pow- of both sexes revere her name. from knowingly telling a falsehood with- ers of a paladin of equal level for 3-6 Berronar appears to be a huge dwarf in 10” of her, and the other prevents the days. Only dwarves of exceptionally pure wearing chainmail (+5) of bright silver. use of all thieving abilities by any mortal heart will be considered for this honor, Her brown beard is braided into four within the same area, unless they make a and it may be granted only once every 10 rows. If a braid is cut off, it will regrow in save vs. magic at -2 in every round an years to any individual. 35 Dragon Vol. VI, No. 8

36 February 1982 Dragon In the BAG

Fiction by J. Eric Holmes

ion was slate grey and his face was covered with wrinkles so that it looked like a folded piece of linen with a long, pointy nose sticking out. He was shorter than Boinger himself. Some sort of gnome, the half- ling thought, out of the north, I suppose. Shorter than a dwarf, taller than a Lilliputian ... “Mayhap,” he replied, smiling at the toad-like fel- low. “You the proprietor?” “Of this garbage?” The smaller one gestured to take in not only the leather-goods stall, but half of erhaps the small master is looking for something the town marketplace. “Faugh! Come with me.” He special?” hobbled away over the cobblestones, his legs, or The muscular young halfling put down the leather whatever, hidden by a heavy brown robe that touched backpack he had been examining and looked at the the ground. He gestured with a knobby stick he person who had addressed him. He was worth look- carried in his right hand. ing at, Boinger decided. For one thing, his species “Right over here,” the stranger pointed. Boinger’s was not one the adventurer had ever seen before. eyes, attentive and appreciative of value like those of The creature was obviously not human; his complex- any good thief, saw three heavy rings on the gnarled 37 Dragon Vol. VI, No. 8 hand. Careful, my lad, he said to himself, the thing you want to hide and slide it and risk ending up as stone statues this little person is richer and more pow- up,” and he did just that. Boinger tried themselves. erful than he looks. not to gape as the pole disappeared into Zereth wrinkled his brow. “Yes, let’s His guide led the halfling thief down a the mouth of the sack. think about that,” he said. “Get you over side alley, stopped at a low door, and “I can see,” he said, “why you didn’t the palace wall, find the correct statue...” rapped with his staff. Boinger nonchal- want to show me this in the bazaar.” “Shaldana knows where her man’s antly put his left hand inside his tunic statue is —” began Boinger; then he in- and grasped the hilt of one of the daggers * * * terrupted himself: “Why me? Why not in the bandolier across his chest. Nor- you over the palace wall, tiptoeing on mally right-handed, he had been training “So we’re to give him one quarter of all your silent elven feet...” himself to use his weapons with his left our take from the sack itself,” the halfling “No, no,” said his friend. “After all, you hand. He hoped he would not have to finished. found this wonderful bag.” practice this art now. Zereth held the limp, heavy cloth in his The door opened to the little man’s hands at a distance. “That’s all?” he * * * signal. The tall lizard man on the other asked. side stared at them with slit-like pupils “Yes. He would not sell it, you see. Too In the end it was Boinger who made for a long moment and then stepped valuable, says he, but he trusts us to di- the attempt. They waited for a moonlit aside to let them in. As Boinger entered, vide our spoils with him every month. night, so the halfling could locate his he saw that the saurianoid held a halberd Very suspicious.” objective among the close-cropped bush- in one scaly hand. He began to wish he “Very...” The elf sneered, his thin nos- es and lawns of Lord Tethys’ garden. had not come, or at least had sent some trils wrinkled in disgust, as he tossed the Then they enlisted the help of Murray the street urchin on his way to Zereth with a cloth sack aside. “Why did you bother?” Mage, who threw a levitation spell on the message. “Well,” said the halfling defensively, “it little halfling, causing him to float up “Sit here, sir,” said Boinger’s diminu- immediately occurred to me that this over the wall like a hot air balloon. The tive guide, “whilst I find the bag.” He would be the way to pick up stuff like the little adventurer drifted out over the pa- vanished into the next room. The halfling carved ivory chair we found in the lich’s lace garden on the end of a long silken sat uncomfortably on a three-legged tomb...” cord while Zereth, holding the other end stool in the center of the narrow room of the cord, ran along the top of the circu- and looked at the lizard man. That crea- lar palace wall to direct his flight. Watch- ture stared back, expressionless. ing the landscape beneath him, Boinger When the little trader returned, he bore directed his friend by silently pointing a grey cloth sack about an arm’s length left, right or ahead with his hand. square, the mouth pursed shut with a “Don’t worry, Boinger,” Zereth whis- stout rope drawstring. He handed it to pered to him, just before he set him sail- Boinger without speaking. ing in the midnight breeze, “if the gorgon The halfling examined the sack cur- turns you to stone, you still won’t weigh iously, wishing he had a magic-detecting very much. The magician and I will pull spell or artifact of some sort about him. you over to the garden wall and hoist you The sack was flat and apparently empty, out.” but surprisingly heavy, as if the cloth (it “Lot of good that will do me when I’m felt like cloth) were made of metal. stoned solid,” the little thief complained. “Now,” said the other, “open it and see “I’ve no intention of coming near the what it contains.” ground if I see the monster awake.” The halfling untied the drawstring care- But see him he did, for the scaled, bull- fully, pointing the mouth of the sack “True,” Zereth agreed. “It hurt your shaped creature was patrolling the gar- away from his face so that if anything avaricious soul, my friend, to leave all den path. Silently Boinger floated over flew out it would not strike him. Nothing that ivory in the tomb, did it not?” its head, hardly daring to breathe for fear happened. “Waste,” Boinger said, “I’m always of attracting attention. A moment later “Look inside,” came the voice. Cau- troubled by waste. You know that. But I the thing passed behind some ornamen- tiously, Boinger did so. There was a also thought, this is the very thing for the tal trees and Boinger found himself close round piece of wood at the bottom of the statue of Shaldana’s acolyte.” above the unfortunate acolyte’s petrified sack, although he could swear that it had “Ah-ha!” said the dark elf, startled. “I remains. Holding up a hand to signal Ze- not been there when he examined it from had not thought of that one.” reth to hold him motionless, he uncoiled the outside. Shaldana was a sorceress of local re- another silken line from his belt, adjust- “Pull it out, pull it out.” The halfling got pute who had lost her acolyte — actually, ed the noose and, on his third try, las- a hold on the thing with difficulty. It ap- the man was well known to have been soed the head of the statue. peared to be the cut, disc-like end of a her lover — in a misadventure in which Quickly he pulled himself down, hand tree limb. As he pulled it from the sack he had been turned to stone. The stone over hand, to the top of the figure. Then and it came partially out of the mouth of statue now graced the formal gardens of he unfastened his lasso and, while hold- the receptacle, he could see that it was Lord Tethys, and he refused to give it up. ing onto the statue by wrapping both his indeed a limb or trunk of a tree, and the The gardens of Lord Tethys contained a stout legs around its middle, tied the length of it filled the sack! number of such statues, stone effigies of guide line to a bush at the base of the Boinger put the sack on the floor and men and beasts caught in the act of in- statue. In the next moment, he pulled the pulled with both hands. When he got the vading the Lord’s palace or otherwise magic sack out of his belt and lowered contents out, he had a pole, 20 feet long, behaving in ways he disapproved. the mouth of the sack over the top of his wedged across the room. Shaldana had offered a considerable prize. “All right,” he said as calmly as he reward to anyone who could purloin the As he pulled the sack further down and could, “that’s pretty good. Now let’s see statue and bring it to her, but the Lord’s the upper part of the statue “disappeared” it go back inside.” garden was the grazing ground of a huge inside it, Boinger suddenly found him- “To be sure,” his companion said. “It’s gorgon, and the members of the local self staring into the moonlit visage of the easiest to slip the mouth of the sack over thieves guild were loath to venture into it (Turn to Page 43) 38 February 1982 Dragon Faster than flipping page after page... More reliable than the human memory... Able to end confusion in a single glance! L MI N EL DE P A DRAGON™ Magazine R S playing aid S From an idea by Bill Fawcett and Lance Davenport

Keeping accurate records is vital in an ADVANCED DUNGEONS & DRAGONS® game, be it a singular adventure or an episode in an ongoing campaign. For players with spell-casting characters, and the DMs of such players, knowing what spells the characters have available can be of life-or- death importance. (For the characters, that is....)

SPELLMINDERS, a playing aid to help with that record-keeping, can make AD&D™ playing sessions (and, for DMs, the preparation for those sessions) more efficient and enjoyable: No more spells cast twice because everybody forgot or overlooked that it had already been used. No more apprehension, uncertainty, or annoyance, not even momentarily, for a player who can’t recall which spells are left in his or her character’s repertoire. No more rolling handfuls of dice to determine what spells a scroll contains, or what the magical abilities of a non-player character are. SPELLMINDERS will serve all those purposes, and more.

PREPARATION

1. Separate the cardboard counter sheets from the probably not be necessary to use all of the pages for center of the magazine by prying up the staples (a reference. But keep the counter inventory chart handy screwdriver or table knife works well for this), lifting in case some of your SPELLMINDERS are destroyed or out the two pages, and bending the staples back down lost. into place. 5. Because SPELLMINDERS have printing on both 2. Cut the counters apart carefully. Scissors will sides, the cardboard cannot be backed by a sheet of serve the purpose, but a better way to get a straight cut stiffer material, to make the counters easier to handle is to use a very sharp modeler’s knife and a straight- and more durable, without covering the front (illustrat- edge. Even if you’re in a hurry, don’t try to “double up” ed) sides of the counters — unless, of course, the and cut through more than one thickness of cardboard backing material is transparent. It is possible to get at a time. along without being able to see the fronts of the coun- ters, assuming that you’re familiar enough with the 3. To store the spell counters in an organized way, magic-user and cleric spell lists to tell one class of spell use an egg carton or any other small container with a from the other. (The Light spell is a good example: sufficient number of compartments. SPELLMINDERS Magic-users and clerics both have the spell, and it is a must be sorted by class and level to be used for the first-level spell for both classes, but it’s not the same purpose of random spell selection. spell. If you obscure the fronts of the counters, be careful not to get similar spells mixed up.) 4. Once you have read these instructions, it will The best way to make a long-lasting set of spell 39 Dragon Vol. VI, No. 8 counters is to use two sheets of SPELLMINDERS and a instructions and the counter sheets if necessary.) piece of linoleum, tile, or stiff cardboard with adhesive on both sides — making a sandwich with the backing 6. Multiple sets of SPELLMINDERS can be pooled; material in the middle. If most members of a playing there is certainly no reason why players and DMs need group have their own copies of this magazine, they can limit themselves to the counter mix of one set. But if pool their resources to make durable, good-looking two or more sets are used and stored together, the sets of counters without resorting to making photoco- same backing/stiffening material (if it is used) should pies of the counter sheets or buying extra copies of this be applied to both sets so that there is no way of magazine. (You have permission to photocopy these identifying a spell counter by the front side.

UNDERSTANDING THE COUNTER SYMBOLS

The front side of each spell counter contains a sil- feet (underground, where 1” = 10 feet) or 50 yards houette of a magic-user or a cleric in the act of casting (outdoors, where 1” = 10 yards). Remember that spell a spell, plus the appropriate class name and a number range is tripled outdoors, but a spell’s area of effect indicating the level of the spell — the only two bits of (which is not noted on the counters) remains at the information necessary to sort out SPELLMINDERS by underground scale even in an outdoor setting. class and level. If you spread out the counters on a flat The ranges of many spells will vary depending on the surface to make random selections, this side of the experience level of the caster. These are denoted by a counter should be face up so that the name of the spell number or pair of numbers, followed by “/L,” which is is unknown until after it is picked. read as “per level.” Thus, “4/L” means 4” per level of the caster, and “4 + 1/L” means 4” plus an extra 1” per level The reverse side of the counter contains the name of of the caster. the spell in the center and four number/letter symbols Other range notations are “0” for zero, “T” for touch, in the corners. Clockwise from top left, the symbols “U” for unlimited, and “S” for special. describe the level, casting time, nature of the saving throw (if there is one), and range of the spell. Asterisks: Unusual characteristics of a few spells are denoted by an asterisk (*). These include the following: Level: This number, in the upper left corner, is the The range of the first-level M-U spell Ventriloquism same one that appears on the front side of the counter, is 1” per level, but only up to a maximum of 6”. and is included on the reverse side as a convenience. Likewise, the range of the second-level M-U spell ESP is ½” per level, but only up to a maximum of 9”. Casting Time: In most instances, the symbol in the The casting time for the eighth-level M-U spell upper right corner of the counter is a number (1 to 9) Serten’s Spell Immunity is one round, but if more than followed by a letter (s, r, or t) denoting the measure of one character or creature is to be affected, the casting time in segments, rounds, or turns. When the casting time is one round for each recipient. time cannot be expressed in this simple notation, it is The second-level cleric spell Silence 15’ Radius is listed as “S” for “special.” You will have to consult the listed in the Players Handbook as having no saving spell description in the Players Handbook for particu- throw (“N”), but if the spell is cast directly on an unwil- lars in such cases. ling recipient, that character or creature is allowed an attempt to save. Saving Throw: The symbol in the lower right corner Casting time for the fourth-level cleric spell Exorcise of the counter is one of four types: “N” means that no is noted on the counter as “special” even though it is saving throw is allowed. (There may be exceptions to not listed as such in the Players Handbook. The casting this, as expressed in the particular spell descriptions.) time can be as short as 1 turn or as long as several “½” means that a saving throw is allowed, and if it hours (more than 100 turns). Because of space limita- succeeds, damage from the spell is halved. “Y” means tions, the expression “1-100+ turns” (used in the PH) that a saving throw is allowed, and if it succeeds the could not be printed on the counter. As with all other effect of the spell is negated. (This corresponds to a “special” notations, see the Players Handbook for a full “Neg.” listing in the Players Handbook.) “S” stands for description. special, usually meaning that only certain characters and creatures are entitled to a saving throw. Again, Level Casting consult the Players Handbook for details on any “spe- 3 3s Time cial” notation.

Range: The lower left corner of the counter contains Lightning a number, a letter, or a number-letter combination Bolt denoting the range of the spell. A number by itself is 4+1/L ½ Saving read simply as that many units in the AD&D ground Throw scale: For instance, “5” stands for 5” in scale, either 50 Range 40 February 1982 Dragon

HOW TO USE SPELLMINDERS

1. As a record-keeping aid for players: If you are example, you would put all spells of 1st through 4th playing a magic-user or cleric character, make your level in a large pile and then simply pick three of them spell selections as usual prior to starting an adventure. at random. This method has the obvious drawback of Take the appropriate SPELLMINDERS counters and making a mess out of your carefully sorted counters, keep them in front of you as a record of which spells but it is a possibility.) you have available. When your character attempts to cast a spell — whether or not the casting is successful 3. To define the spell-casting capability of a non- — the proper counter should be turned in to the DM, player character or creature: As a Dungeon Master, who will put it back in the pool. If there is a reason why you will frequently need to generate spell lists for NPC other player characters should not automatically know magic-users or clerics and for creatures which have what spells you are carrying, then you should conceal spell ability, such as dragons, rakshasas and ki-rins. your SPELLMINDERS from the eyes of other players. SPELLMINDERS are suited for this purpose, both as a Otherwise, the counters can be kept in plain sight of all way to select spells at random and as a record-keeping participants. aid once the spells are chosen. In most cases, some of the spell selection for a non- 2. To randomly determine the contents of a spell player character should be made purposefully. If you scroll: The DM can use SPELLMINDERS in this fashion feel it is logical and reasonable for a non-player cleric as an alternative to some of the die rolling which would to have at least one Cure Light Wounds spell, for in- otherwise be necessary. If a spell scroll is indicated by stance, then simply assign that spell to the character. the result of a percentile dice roll on Table III.B. on Other “vacancies” in a character’s spell list which need page 121 of the Dungeon Masters Guide, follow this not be occupied by certain spells can be filled random- basic procedure to randomly determine its contents: ly from the spell counters of the appropriate level(s). First, be sure your SPELLMINDERS are sorted by The spell-casting capabilities of magic-using drag- class and level, not including any duplicates provided ons (as well as many other creatures) should be deter- in the counter mix, so that each spell is only represent- mined by chance, as stated in the Monster Manual, with ed once in the selection pool. (Alternatively, you may the possibility of duplicate spells if the same die roll include duplicates if you want a certain spell to have a comes up more than once during the generation pro- greater chance of being on the scroll.) cess. You can simulate this with SPELLMINDERS even If there is more than one spell on a scroll, all spells if duplicate counters of a particular spell don’t happen may be of the same level, or of varying levels within the to be provided: Using a pile of spell counters of a limits described in the column labeled “Spell Level certain level containing no duplicates, make a random Range.” Whichever method you prefer (and you can selection from the pile. Then, if more than one spell of a freely change from one to the other from scroll to certain level is called for, note the spell which was scroll), you can use SPELLMINDERS to determine the drawn, replace the counter in the pile, and draw again. particular spell(s) and possibly also the level(s). This way, there is a chance for any spell to be chosen For example, suppose that a scroll of 3 spells is twice even if there is only one counter for that spell. indicated, with a level range of 1-4, and you don’t nec- You can use SPELLMINDERS to keep track of which essarily want them all to be of the same level. With your spells a non-player character or creature possesses in SPELLMINDERS sorted by level, you can roll a four- the same way a player keeps a record of the spells for sided die three times to generate the level of each spell. his or her character. Except when you decide other- Then select one spell counter from each appropriate wise, the number and type of spells being carried by a level group. (It is possible to use SPELLMINDERS to non-player character or creature should not be re- generate the spell levels instead of rolling a die. In this vealed to players.

MULTIPLE SPELLS AND BLANK COUNTERS

In an attempt to allow for instances where a player can represent one or two spells: The counter is dis- wants to take more than one spell of a particular type, played in front of the player with the front (silhouette) many duplicate counters are provided — as many as side face up if it stands for two spells, and with the back possible, considering space limitations and the ob- side (containing the name) showing if it stands for a vious fact that each spell had to be represented at least single spell. When one of a pair of spells is cast, the once. (Multiple spells are denoted on the counter in- counter is turned over so that the back side is visible, ventory chart on the following page.) and then when that one remaining spell is cast, the If a player wants to carry multiple spells of a type for counter is turned in to the DM. which only one counter is provided, there are at least a There is a third solution, which is simply to combine couple of ways to solve this “problem.” The two blank one or more sets of SPELLMINDERS for use by all the counters given for each class can be used as duplicates members of a playing group, thus guaranteeing at least of solitary spells. Or, it can be ruled that each counter two counters for any spell. 41 Dragon Vol. VI, No. 8

SPELLMINDERS INVENTORY CHART

The chart below lists the quantity of each magic-user and cleric spell contained in the SPELLMINDERS counter sheets. The inventory chart can be helpful if any counters are damaged or lost, enabling you to quickly determine how many counters are missing and which ones they are. The “Spell Number” given in the left-hand column of the chart corresponds to the numbered spell lists on pp. 40-42 and pp. 125-126 of the AD&D Players Handbook. (This number does not appear on the counters themselves.) At the bottom of each column is given the total number of SPELLMINDERS counters of that spell level. This number will usually be larger than the number of different spells available per level, because of duplicate counters.

MAGIC-USER SPELLS Spell Spell level Number 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 1 1 1 2 1 1 1 11 2 2 211 1 1 1 1 1 3 2 1 1 1 1 1 1 1 1 4 1 2 2 111 2 1 1 5 1 2 1 1 2 1 1 1 1 6 2 1 1 1 1 1 1 1 1 7 1 1 2 1 2 1 1 1 1 8 1 1 1 1 1 1 11 1 9 1 2 1 111111 10 1 2 1 112 111 11 1 1 2 1 1111 1 12 2 2 2 1 2 1111 13 2 112 1 1 1 11 14 1 1 2 111111 15 1 11111111 16 3 121 1 1 1 11 17 1 2 1 111 18 1 1 1 111 19 111 1 1 1 20 1 1 1 111 21 1 2 1 111 22 1 2 1 2 1 1 23 1 111 1 1 24 2 1111 1 25 2 26 1 27 1 28 1 29 1 30 1 Total 39 33 30 27 27 25 17 16 12

CLERIC SPELLS Spell Spell level Number 1st 2nd 3rd 4th 5th 6th 7th 1 2 2 131 1 1 2 3 2 21 1 2 1 3 1 2 1 1 322 4 4 2 2 1 2 1 2 5 222 1 3 1 2 6 2 2 2 2 1 3 1 7 2 2 1 2 1 1 1 8 222 1 1 1 2 9 1 2 223 11 10 2 1 2 2 1 2 1 11 2 1 2 12 2 2 2 Total 25 23 20 16 17 15 14 42 February 1982 Dragon In the Bag for the spell to wear off or his friends to “Cost us?” asked the thief. arrive, whatever came first. “We owe Murray the Mage five hundred (Continued from page 38) gold pieces for his spell,” the elf replied, statue. The sight gave him a start, for the “The wrong statue!” Boinger groaned, “or had you forgotten?” eyes and mouth were open, in an ex- hardly able to believe what he had just “Mithra’s mother!” Boinger cursed pression of horror, and the entire face heard. The sorceress only smiled. again, tossing the sack into the air and reflected such terror that the halfling’s “Horns of Holdar, lady,” cried Boinger. kicking it higher than his head. “We’re heart skipped a beat. “I risked my life for this thing — to say not only poor again, we’re in debt again.” “Must soon get you out of here,” he nothing of carting it 20 leagues after “What we need,” said Zereth, “is not whispered, completely bagging the stone making my escape. I...” magic bags, but another treasure map.” human and releasing his anchor line so Zereth placed a hand on his shoulder, “I suppose you know of one?” that he would float slowly up into the sky, quelling any further outburst by Boinger. “As a matter of fact...” said Zereth, and carrying the still-collapsed sack. “Fair sooth, lady,” he said politely. “My his friend picked up the abused magical All at once, he heard the clash of metal small friend took considerable chance to bag and followed him down the street. hooves on the stone path below. Boinger bring you this artifact. Art thou certain looked down and back, and saw the hor- ’tis not your own?” * * * rible figure of the gorgon charging to- “Certain, elf,” she answered, “for my ward him. As he started to scurry up the own stoned acolyte was returned to me The great grey tree roots covered and long rope, the monster reared up on its only yestereve.” surrounded the shattered piles of stone. hind legs beneath him, and Boinger saw Boinger climbed cautiously over the tree- that its mouth was opened to spew its * * * girded rubble. The stones were wea- paralyzing, petrifying vapor upon him. thered and defaced. He gently brushed Outside the garden wall, Zereth began “You could, you know, have made a the surface of one stone with the sleeve pulling on the rope to reel his friend in as mistake,” the elf repeated for the third of his leather jacket, and very faintly he fast as possible. It was obvious to the time, as they strode down the hard- could see the hieroglyphs carved there halfling, however, that he wouldn’t get packed dirt street. by the ancient builders. out of range of the monster’s breath in “Mistake, my hairy toes,” fumed the “Zereth?” he said softly. Looking up time. There was no time to think twice. halfling. Then he stopped in his tracks. from the stones, he found the dark elf Holding the magic sack in his right hand, The alleyway door had opened, though standing quietly only a few feet away. he drew his dagger with his left hand and they were still a hundred paces from it. His friend’s face was not visible in the cut the cord tied to his belt. His body, There was a murmur of voices and a tall dim forest light, for he was gazing up- freed of all restraint, gave a little jump figure stepped out into the street. The ward into the branches of the gigantic into the air. The gorgon breathed just as pair approached, now at a more leisurely trees. the thief floated out of range and up into pace. Boinger did not speak again. He felt the moonlit sky. “Grink,” the man was saying as they somehow more subdued here in this He heard his friend cry out below as he came within earshot, “’twas a bold deed, sun-dappled forest than he had at the sailed off, blown by the breeze away over no matter how accomplished.” The two bottom of many a dungeon. He knew his the castle wall and out over the marsh. adventurers crossed the road and passed friend was communing with the forest in Spinning round and round, Boinger rose by on the other side. In a glance, Boinger some way, and he knew better than to higher and higher. He knew that the levi- identified the short, robed figure who interrupt. tation spell would eventually wear off, stood just within the doorway. He could Slowly he searched the ruins with his but when it did he would plunge to the not hear what the one called Grink said eyes. Pile after pile of tumbled, shattered earth from a deadly height. He looked up to his visitor, but he heard a metallic blocks marked the positions of fallen and saw that he was already approach- noise which his thievish ears could not buildings, and over each of them, like ing the clouds. He had often thought of mistake. blood-sucking leeches, crouched the visiting the moon (the little thief was an In the lamplight he could recognize trees. Every moldering pile of masonry incurable romantic), but he did not feel the features of the tall man, though the was firmly bound, strapped to the earth that tonight was the time to make the last time he had seen them they had been by the great grey roots. Farther out, to- trip. frozen in stone. ward the trail, the trees thinned out a bit, Boinger opened the magic bag and “What now?” asked Zereth, when they more sunlight leaked through the leaves reached within. His fingers felt the rough had turned a corner and gone down the and branches above. Olaf had tethered stone base of the statue; slowly he with- next alleyway out of sight. Boinger pulled the ponies out there, where there was a drew it from the sack. In a moment he the magic bag from his belt, tossed it on bit of grass growing. had, in his hands, a stone as big as his the ground, kicked it up with one toe and The forest was still. Under the huge own head (the rest being still secreted in caught it again. trees no tiny creatures raced and played. the bag), and the weight of the stone “I was going to throw this thing in the No bird, no mouse, no lizard broke the plummeted him downward. Quickly he creature’s face,” he said, “but now I think thick silence with its scuttling feet. shoved the feet of the petrified magician I’ll keep it a while.” Zereth shook his head, “I get an im- back into the bag, the weight eased, and “I’d advise you to get rid of it,” said pression of age-old evil, but the trees he began to rise again. Zereth. “I met a traveler once who told — the trees will not talk to me.” A little experimenting enabled the clev- me a tale of a bag which was actually a Boinger felt a shiver go up his spine. er halfling to fall, stop, fall again, and living monster who devoured everything Legends told of the city that attributed its hover in the night air. All the while, how- placed within its maw.” fall to the angry forest gods. Looking at ever, the breeze continued to waft him “No,” said the halfling. “I think it may these trees, he thought, made the leg- across the countryside. He ended with a be useful yet. Also, I’m not through with ends easy to believe. Certainly some crash into the leaves of an oak tree. my friend Grink, or whoever he is.” forest god must now reign supreme. The Grasping a branch with both legs, Boin- “Well,” replied the elf seriously, “I have once mighty city was toppled, its build- ger threw the statue back into the sack, given you my advice. I want nothing to ings destroyed by the invading greenery. then folded the sack into his belt, tied do with it, myself. It has already cost us The masonry wall was already being in- himself to the tree with the cut end of his far too much, and I think it should be vaded by tiny pale rootlets. Like slender guide rope, and steeled himself to wait burned.” fingers, they would probe the shattered 43 Dragon Vol. VI, No. 8 wall, seeking a crack or crevice to grow front, Boinger and the magician behind, count turned up another four flasks. into. Then, over years and years of time, the halfling still carrying the smoky torch. “How about a fire spell of some kind?” the rootlets would expand, splitting the They had gone half a league when the asked Boinger. wall into fragments, leveling even these corridor began to branch in all direc- The magician glared at him from under remnants of civilization. All this is hap- tions. Their progress was slowed as they shaggy brows. “You want a fire ball in pening so slowly, Boinger mused, that to briefly explored each passage and mark- closed space at such short range?” he himself and his companion it seemed as ed them with chalk on the stones, and snarled. “We’d probably all be burned to if the partially buried city was static and made searches for more secret doors. death in the blast.” unchanging. To the trees, he thought, Boinger was first to notice the men- “Can you do a fire ball?” asked the each year must seem like a day, while the ace. A tendril of tree root hung down thief, who genuinely wanted to see what task of breaking down the stones pro- along the wall in front of him, about as one looked like. They moved down the ceeds slowly and relentlessly. The trees thick as heavy twine ... no, almost as passage away from the burning root. probably simply ignored the creatures thick as one of his own stubby fingers.... They found a side chamber which ap- who now flitted about their massive feet. No, thicker still ... the thing was growing peared empty. Probing a branching cor- “They’ve destroyed the palace entry- at an alarming rate! In the short time it ridor revealed it to be choked with a way.” Zereth’s voice interrupted Boin- took the halfling to call to his compan- mass of roots. ger’s daydream. The elf pointed into the ions, the root had grown until it was as “Somethin’ behind ’em,” judged Olaf. gloom of the deeper wood. “But the map broad as a man’s torso — and it was “Perhaps,” Zereth agreed, “but we fin- shows another entrance somewhere near writhing across the stone floor at them ish exploring the main corridor before here.” like a blind boa constrictor. Boinger trying to cut our way through that mess. “All right,” said Boinger. “I’ll find darted forward and thrust the torch at it. There’s no telling how far it extends.” All Murray.” The root-thing sizzled but did not burn. of them were thinking that their escape The scrawny magic-user was squat- Olaf stepped forward; with four blows route might be barricaded by similar ting on a mossy block of granite where a of his two-handed battle axe he severed masses of enlarging roots. But there was little sunlight filtered through the dark the thing so that it lay like a log across nothing to do but go on. green leaves. He had a pack of tarot the passageway. Boinger poured oil on I hope there’s more than one way out cards carefully arranged on the stone in the still-wriggling stump and set it afire. of this place, the halfling thought. front of him. Approaching with noiseless The corridor brought them to a series steps, Boinger looked over his shoulder. of larger stone-walled chambers. “This “Play the knave on the Queen of Cups,” looks more like it,” Boinger said, his dis- he said. position brightening at the thought of “Shut up,” snapped Murray. “I saw it.” loot. “Zereth thinks he’s located the area of The first room they entered was a the entrance. Come help him search.” crypt. The sarcophagi had all been brok- “Very well.” The magician scooped up en into by the questing roots. They were his cards and stuffed them into a pocket small tendrils here, like long fingers fro- in the sleeve of his gown. “Leave one of zen in the act of dipping into treasure the fighting men on guard with the gear.” boxes. They did not move as the adven- “Of course,” said the halfling, bound- turers approached. The heavy stone cof- ing away. fin lids had been pushed aside; masses of pale rootlets filled each container, dis- When Zereth did manage to locate the rupting and displacing the bones within. hidden door, Olaf had to spend an hour Boinger raised his torch: still no move- chopping the underbrush with an axe to ment. Olaf guarded the entrance while expose the entrance. The stone panel Zereth searched the far wall for another slid aside at the elf’s touch. Dark gaped “Two more coming down the corridor exit, and Boinger began to investigate the hole between two thick roots of the behind us,” gasped Murray. The adven- the burial vaults. overhanging trees, each thicker than a turers looked back. Sure enough, like The halfling spied the gleam of gold man’s body. The space between them pallid worms the questing tentacles were and gems in the first sarcophagus he was barely large enough to permit the fumbling into the torchlight. searched. Holding the torch high in his heavily built Olaf to squeeze through “More oil,” said Olaf. The two of them right hand, he cautiously inserted his left sideways after stripping to his hose and climbed over the downed root, and arm into the coffin and the mass of damp leather jerkin. When the four adventur- Boinger drenched it with the rest of the rootlets. Still there was no movement, no ers had entered and all had regained oil from the flask he had already opened. sudden rush of growth by the roots. their gear, Boinger put flint and steel to In moments the corridor was filled with Boinger was horrified to see a root that one of their resin-soaked torches. hot, smoky flame and a smell like cooked had grown through two jeweled rings so In the flickering orange light the tun- carrots. The advancing roots reached that it wore them like an immensely long, nel looked secure. Like most of the sur- the fire, touched it, withdrew slightly, pale finger. viving ruin above, it was made of care- and remained a safe distance from the “Murray,” he said, “you hold the light. fully shaped blocks of granite, but down adventurers on the other side of the I’m going to need both hands to get any- here they were fitted together without blaze. thing out of here.” mortar, their surfaces were plain and “They still nearly fill the corridor,” said “Here’s another door,” said Zereth, unornamented. Between the stone blocks Boinger as he peered through the flames. opening the panel, sword in hand, as the ran pale rootlets, and slender tendrils of “Nought to do but go on,” grunted mage moved to assist the halfling in his them hung from the ceiling like a kind of Olaf. “Any up ahead?” thievery. cobweb. The tunnel was quiet except for “Not to be seen,” said Zereth. “Let us “Something coming down the corri- the regular drip, drip, drip of moisture off move forward without delay. The pres- dor,” said Olaf. “Thor’s hammer, more of the dangling roots. ence of such bizarre guardians may those giant roots!” It was wide enough to walk two abreast. mean we are close to the treasure trove.” Boinger drew his magic dagger from After a whispered conference, they set “How much oil do we have left?” asked the bandolier of blades across his chest. out with the elf and the fighting man in Murray, coughing in the smoke. A hasty “Oil the floor at the door and keep them 44 February 1982 Dragon out,” he suggested. He cut a handful of best he could. What plan of rescue his “Awright, runt,” said the gnome. “Drop clinging rootlets and drew a gold-plated companions would concoct, he could yer pack and yer belts, we ain’t takin’ no helmet out of the sarcophagus. not imagine. But he hoped their fertile chances with you.” “There is a hole in the ceiling of this minds would come up with something “Let’s talk,” suggested Boinger. “I’m next room,” Zereth reported, after peer- soon. Now, as his burning oil was dying most glad to have escaped being squeez- ing intently into the darkness. “It may be down, the entire room seemed to fill with ed into root beer. I’d be glad to arrange a we’ve found a way out.” massive growing roots, pressing ever suitable reward...” Olaf got a pool of oil ignited just as the closer and closer to Boinger until he was “Suitable reward of silence,” said the pursuing roots reached the doorway. As forced to crouch, his face still protected gnome, digging the sharp point of the the flames leaped up he withdrew into and illuminated by the smoldering torch, spear between the links of the halfling’s the room and immediately began poking with pale, scorched roots forms all about chain mail jacket, “is best preserved by with his axe handle into the nearest him. sudden death!” stone coffin. Almost at once, the roots And now the stone floor began to But instead of killing him, the two went into action, swelling and growing, buckle under his feet as the mighty roots gnomes locked Boinger in a stone cell pouring up out of the open sarcophagus bored into cracks and crevices. There with an iron grill for a door. The little like an overturned pot of needles. The was only one thing left to do. Boinger cave contained nothing but the filth left fighting man cried out and jumped back, sheathed his dagger and reached into behind by its previous occupants. One of but the roots had taken possession of his the bottom of his pack for the magic bag. the gnomes brought him a tin cup of axe. In no time, they twined about it in Quickly he thrust all of his gear into the water and a piece of stale bread. such profusion that the heavy oaken mouth of the bag, took a last look around, “Why don’t we discuss what you might handle snapped. and pulled the sack over his head. do with me?” asked the halfling, but the Olaf drew his broadsword. Boinger gnome only grunted and walked away. essayed to cut that grisly finger-like root * * * Boinger waited to see if either of them and slip away with its jeweled ornamen- would return, but he heard only the faint tation. But suddenly the coffin over which He seemed to fall a long way in dark- murmur of voices at the far side of the he knelt was acrawl with expanding root- ness. Then he was able to see; some- cave by the net. After searching his cell lets. Barely did the little thief get his thing bounced and caught him, and he and eating the bread crust, the little thief hands back out unsnared. The magician lay down on a fairly clean area of the cried out and jumped, dropping the torch. stone floor and took a nap. The flames from the oil cast flickering shadows on the walls, exaggerating the * * * movements of the masses of rootlets si- multaneously descending from the ceil- “Here he is, Grink.” ing and boiling up out of the sarcophagi. “You!” the ugly bag dealer cried in “They are closing in on the door,” surprise. “You! Where’s my magic sack?” called Zereth anxiously. “Out, and be Boinger explained, finishing with a quick about it!” question of his own: “And where’s my Boinger caught up the torch dropped stolen statue?” by the fleeing magician. Peering into the Grink’s homely face melted into a grin. next open coffin, he glimpsed an amber “Sold. We turned a nice profit on that vial tossed upon a sea of rising rootlets. one. But now you’ve gone and lost my He paused.... magic sack, you idiot.” “Boinger!” Zereth’s voice was muffled. “I’d be glad to go back and get it for By the time the halfling leaped the last you,” the halfling offered. four feet to the door, the portal was co- was lying on a thick net of ropes. The net “No, my thoughtless thief,” sneered vered with roots bigger around than his had broken his fall, and he was apparent- Grink, “The slave market at Mar’koosh is arm. ly unharmed. a good fate for you — you’ll end your life “Zereth!” he cried. Boinger heard an Boinger was in an irregular stone- chained to a galley oar.” answering shout, heard the clatter of walled chamber, probably a cave. A dim, “Just don’t sell me to the harem of the steel against wood. The halfling backed fitful light from a primitive lamp gave him Amazon Queen,” pleaded Boinger with away from the clogged doorway, pursued quick glimpses of the details of his sur- hope in his heart, but his tormentor had by half a dozen twisting, writhing roots. roundings. Crates, boxes, bales of goods already turned away. Backing up to the fire-filled opposite and wooden tubs covered most of the “Or perhaps I’ll notify the temple of doorway, striking at the questing ten- floor. Boinger hung suspended in the net Dagon,” said the evil gnome. A chill drils with his magic dagger still clutched halfway up one wall; beneath him it was trickled up Boinger’s spine. This has in his right hand, Boinger fumbled for his at least a twenty-foot drop to the cave gone far enough! he thought to himself. last flask, tried to surround himself with a floor. Fun is fun, but Dagon is no joke. ring of burning oil. As the flames in the “Hey! Visitors!” a gruff voice boomed As soon as Grink was out of sight be- doorway died down, he saw that the out. hind a bale of silks and furs, the halfling great mass of the giant root beyond it Two ugly gnomes appeared amidst pulled an iron wire out of the top of his clearly filled the passage. At the far door the storehouse of goods on the cavern boot and went to work on the lock of his the shouts of his comrades grew fainter floor. One carried a slender ladder, the cell door. as the roots there thickened and twined other a spear. He was out in ten minutes, but by then in amongst each other. “It’s a halfling!” one of the little crea- Grink had apparently left. Creeping quiet- The ring of flames he created gave the tures laughed. “Hey, shorty, shinny on ly among the stores of goods, Boinger trapped halfling a moment’s respite. He down this.” He raised the ladder and located his two guards. They were seat- took off his backpack, his quiver and propped it against the ropes on the edge ed at a low table playing dice, and behind bow, his coil of rope, and his shield and of the net, and Boinger descended wari- them was a narrow passage in the rock put them at his feet. Then he set himself, ly. But when he reached the floor, the that looked invitingly like an exit from magic dagger in one hand and flaming other gnome pushed the point of the the cave. torch in the other, to battle for time as spear between his shoulder blades. Under the table, however, was a large 45 Dragon Vol. VI, No. 8

dark shadow that moved as Boinger Then abruptly there came a thump in how valuable you thought it to be....” The watched. I should have, he thought, the net, a sharp exclamation, and the halfling gave a snort of disgust. never even suspected that Grink would twang of a familiar bow. A silver arrow “We’d better arrange a surprise for our leave this place guarded by a pair of appeared in the hound’s throat; another friend Grink before he returns,” he said. stupid gnomes. Two fiery red eyes buried itself in its hairy chest. The beast “You can tell me the whole story when opened and fixed their gaze on his hid- coughed smoke and fire. we’re settled.” Boinger smashed open ing place. Boinger was out of reach of the hound the chest he had thrown at the hound. It Boinger jumped up on the nearest by now, clinging to the lowest strands of was filled with jewelry. “At least we’ll be crate. With a hideous snarl the great the net. The gnomes yelled in panic, and able to pay back the magician,” he said. black hound leaped out from under the one shrieked in pain as another of the table. There was not a weapon anywhere elf’s arrows found its mark. Boinger * * * to be had, so the halfling jumped down climbed into the net, burned, exhausted on the far side of the crate and ran back and joyous. “The magician levitated himself out toward the big net. “Oh, Zereth, Zereth,” he chortled. “You the top of the underground room with a “What?” said one gnome. “Who?” said arrived in the very nick of time.” rope,” said Zereth. “Olaf and I followed the other. The huge hound was gone into up the rope just ahead of the tree roots. the shadows. They gathered their wea- “Take this,” snapped his dark friend, On the forest floor, though, it was ob- pons and a torch and followed. pulling his sword from its sheath and passing it over, “while I find a few more vious which of the trees grew above the Boinger slowed briefly to pick up a room where you were trapped. I per- shafts for your pet there.” heavy box — probably gold and jewels, suaded Murray to fireball the tree trunk, he thought, but it was nailed shut. He “I should have known you’d follow which stopped the root growth, at least threw it at the hound. The beast opened me.” in the immediate vicinity. Then all we his pitch black jaws and a blast of flame “Of course,” said Zereth, balancing had to do was go back down and chop came out. Boinger rolled sideways, es- delicately on the swaying net to nock our way into the burial chamber.” caping the direct effects of the flame but another arrow. “You left with all the loot He smiled slightly. “It took all day, and, getting singed all down one side. He in your pockets, after all.” of course, you were gone when we got jumped up again and ran as though the there, but the bag was still there. It wasn’t very hounds of hell were at his heels. Eight arrows and a brief hand-to-hand hard to guess what had happened.” Now Boinger was against the far wall, fight later the duo found themselves in “Zereth, I cannot ever...” with no place to hide. He began to climb possession of the cave. Now Boinger The elf cut off Boinger’s words of ap- the wall. The hound neared the wall, could ask his friend how he had gotten preciation. “Just don’t borrow any more skidded to a stop and opened his evil back to where the bag was. sacks,” said Zereth, “unless you know jaws to breathe once again. “Well,” said the elf, “I remembered what’s at the bottom of them.” 46 February 1982 Dragon Aiming for realism in archery: Longer ranges, truer targets

by Robert Barrow lowing information on scores from English archery tourna- ments. English archers use a 48-inch-diameter target in tour- Archery is an aspect of combat in D&D® and AD&D™ adven- nament competition. Since a 48-inch target is about the same turing which is often misunderstood or neglected. The follow- target area as a man’s body, these archers’ scores can be ing guidelines are suggested for players to improve their char- examined and compared for use in game terms. acters’ use of the bow and arrow inside and outside the dun- A compilation of the twelve highest tournament results dur- geon. The main emphasis of this article is on the practical ing a one-year period shows that the “hit” percentages of Eng- (non-magical) use of archery. land’s finest archers at three ranges were: 92% hits at 60 yards, 81% at 80 yards, and 54% hits at 100 yards distance. The best The range of ranges archers for an entire year of tournament competition still Reasonable range figures are needed to measure a weapon’s scored complete misses 46% of the time when firing at a target effectiveness. The game rules establish an outdoor maximum the size of a man at 100 yards range (Archery, p. 240). And these range of 210 yards; however, a modern hunting bow is only scores were achieved using slow, deliberate fire at a stationary given an effective range of “about 60 yards.” (Encyclopedia target. Britannica, p. 265) To more closely reflect the reality described by those tour- To help resolve this apparent discrepancy, consider the fol- nament results, the following table is offered as a more accu- 47 Dragon Vol. VI, No. 8

rate way of determining missile fire resolution results for man- sized targets.

“To hit” table for arrow fire (Roll d% according to range) Range % Range % Range % 10 yds 140 100 yds 54 190 yds 9 20 130 110 48 200 4 30 120 120 43 210 3 40 110 130 38 220 2 50 100 140 34 230 1 60 92 150 29 240+ (see) 70 86 160 24 below) 80 81 170 19 90 67 180 14 Assuming that very powerful bows are used, the following system can be used to produce “to hit” chances for longer ranges: At 240 yards, a roll of 10 or higher on d20 must first be made; then roll percentile dice and use the 1% figure listed for 230 yards. At 250 yards, the number needed on d20 increases to 11 or higher — and again, if that roll is made, then a “to hit” roll is made with percentile dice as for 230 yards. As the range in- creases by 10 yards, the number needed on d20 increases by one, until the upper limit of 340 yards (requiring a roll of 20) is reached. If the dice roll yields the indicated percentage or lower, a hit has been scored, and combat is resolved normally from that point on. For instance, At 70 yards a roll of 86 or lower is required. If 87 or higher is rolled, the arrow missed the target. Some of the percentages at extremely short range are greater than 100 percent. In these cases, an arrow is fired using the normal combat tables, but if a miss results on this “to hit” roll, the remainder over 100% from the above table is now used to give the archer a “second chance.” For instance, if an archer takes a shot at a target 20 yards away and does not get a high enough number on his normal “to hit” roll, there is still a 30% Company practice is 180 yards; one prize is shot for at 200. All chance (the difference between 130% and 100%) that the shot arrows landing within 24 feet of the target count.” (Archery, will score a hit anyway. If a roll of percentile dice is 30 or lower, p. 220) These archers count points for just getting their arrows the shot scored a hit after all, and damage is calculated within a 24-foot-diameter circle at a range of 200 yards. It seems accordingly. highly unlikely that archers of even such high skill as these This table assumes a stationary target. If the target moves, would endanger a man at 400 yards. some penalties should be counted to the shooter’s chance to Practical testing on long-distance shooting with an English hit. The Leomund’s Tiny Hut column in issue #45 of DRAGON longbow proved that an average man could shoot almost 300 magazine has some excellent suggestions on adjusting odds yards (using modern arrows which go about one-third farther for motion. A suggested range would be from –2 (–10%) for than their ancestors), and that a man of exceptional physique walking figures up to –7 (–35%) for targets astride a trotting might attain a further 50 yards after considerable practice. mount. (Archery, p. 340) The 210-yard maximum range given in the game rules is a These tests were conducted under nearly ideal weather con- quite reasonable limit for normal men. The added ranges out to ditions, and with special lightweight arrows custom-made for 230 yards (and to 340 yards for extra-powerful bows) are in- these long-distance shoots. “Many men who shoot with some cluded to reflect the Robin Hood type archer. A table such as success at the 180 and 200 yard targets are in the habit of using the one above simply limits the odds of hitting something at the ordinary target arrows; but there is no doubt that to shoot any longer ranges. At long range, an archer would not fire at any- longer distance an arrow of lighter make, and offering less thing less than a small army in close formation. resistance to the wind, is required.” (Archery, p. 251)

Firing at very long range Target sizes Many claims are made about the greatest distance an archer A target about the size of a man is some 6 feet by 2 feet in area. can accurately fire an arrow. A modern hunting bow (for use in A humanoid target twice as tall (12 feet) would be about 4 feet bagging wild game) can fire an arrow almost 300 yards; howev- wide (48 square feet in area) to stay in perspective. Mathemati- er, it has an effective range of only 60 yards. The 300-yard shots cally speaking, if you double the size, you quadruple the target require special arrows and near-ideal weather conditions. This size, A man 18 feet tall would be three times as tall and three evidence is in sharp contrast with other sources claiming that times as wide as a normal man, or 9 times larger in terms of an English longbow archer could hit a man at 400 yards. target area. Targets smaller than the standard figure (a 6-foot An investigation into long-distance shooting promptly raises man) will vary by an inverse proportion. An object that is half as grave doubts about shooting at a man standing 400 yards away. tall will be only one-fourth of the target area. As one source says, “Actual distances normally shot by English The Leomund’s Tiny Hut article in DRAGON #45 contains a archers is between 60 and 265 yards, with most of them cluster- chart that is mathematically inaccurate. For instance, the chart ing between 160 and 200 yards.” (Native American Bows, p. 36) indicates that a man 12 feet tall is only 175 percent of the target Also, consider the conditions under which competitions are size of a 6-foot man. As described above, the correct figures judged: “At present the usual outdoor range at which the Royal should be 400% for the 12-foot man, 100% for the 6-footer. 48 February 1982 Dragon

“To hit” percentages according to target size and range Target Very Point height long Long Med. Short blank 24 60% 92% 124% 172% 232% 21 45% 81% 117% 164% 225% 18 32% 71% 110% 156% 215% 15 23% 63% 103% 148% 205% 13 18% 57% 96% 140% 193% 12 15% 52% 89% 132% 181% 10½ 13% 47% 82% 124% 170% 98%42% 75% 116% 160% 7 6% 37% 68% 108% 148% 6½ 5% 33% 61% 100% 137% 6 4% 29% 54% 92% 126% 53%25% 47% 84% 116% 4 2% 21% 40% 76% 105% 31%17% 33% 68% 94% 2½ 1% 14% 26% 60% 83% 2 0% 10% 19% 52% 72% 1½ 0% 6% 12% 44% 61% 1 0% 3% 5% 36% 49% ½ (6 in.) 0% 2% 3% 28% 39% ¼ (3 in.) 0% 1% 2% 20% 28% 1 inch 0% 0% 1% 12% 17% Note: The ranges in the above table are measured as follows: very long = 176-230 yards; long = 120-175 yards; medium = 81-119 yards; short = 26-80 yards; and point blank = up to 25 yards.

The arrow during a melee round In almost every combat situation, an arrow either hits or misses before the melee turn or round is completed. A melee turn in the D&D rules lasts 10 seconds; an arrow only stays in the air for eight or nine seconds at best. (Archery, p. 89) The arrow travels so fast — between 120 and 200 feet per second Mathematically correct figures for various target sizes are (Encyclopedia Britannica, p. 260) — that the flight of an arrow listed in the first table following. The table immediately follow- aimed along a fairly flat trajectory at a target typically not very ing the size factor table lists compromise figures between those far away does not consume measurable time. proven by real life and those proven by mathematical A trained English longbowman could fire an arrow about calculations. once every three seconds. This rate is some three shots per When these tables are used, the basic subtractions of –2 “to melee round. All of these arrows would arrive during the turn or hit” at medium range and –5 at long range, as given in the rules, round when they were fired. The sole exception would be a do not apply. The table already reflects the necessary target third arrow fired at a very long range target. size and range adjustments. The archer and all his weapons Target Percent of human size Mathema- The bow is for use at a distance. Close combat calls for height DRAGON tically another weapon. In hand-to-hand fighting conditions, an (feet) issue #45 accurate archer drops his bow and seizes a hand weapon. Historically, archers used other weapons: Bowmen often selected an axe or 24 525% 1600% a leaden maul for combat. (Archery, p. 114-115) Cutting wea- 21 375-500 1225% pons were also frequently employed. 18 300-350 900% Nevertheless, an archer’s main weapon is the bow and arrow. 15 225-275% 625% A very powerful bow is not required (ABC’s of Archery, p. 117). 13 200% 467% A normal male uses a bow with about a 45-pound pull. A heavy 12 175% 400% bow requires about 60 pounds of force to draw the arrow back. 10½ 150% 313% A heavy bow is needed for shooting at very long range. 9 125% 225% The bow has proven a highly effective weapon of war for 7 110% 133% thousands of years. Limited in range, it is very deadly within the 6½ 105% 117% limitations. With rules to reflect these limits, archery can be a 6 100% 100% much more instrumental part of D&D or AD&D combat. 5 90% 70% 4 75% 45% Suggested reading list 3 50% 25% Encyclopedia Britannica Vol. 2, William Benton, publisher, 2½ 40% 17% Chicago, London, Toronto, 1959 2 30% 11% C. J. Longman and H. Walrond, Archery, Frederick Ungar 1½ 20% 6% Publishing Co., New York, 1894 1 10% 3% T. M. Hamilton, Native American Bows, George Shumway ½ (6 in.) 5% 1% Publishers, York, Pa., 1972 ¼ (3 in.) 2% .25% G. Howard Gillelan, ABC’s of Bow & Arrow, Stackpole Com- 1 inch .5% .03% pany, Harrisburg, Pa., 1967 49 Dragon Vol. VI, No. 8

by Carl Parlagreco

There is a certain simplicity to the rule systems for, bows and Bowmanship arrows in the D&D® and AD&D™ games which I have found rather irksome, especially in light of my own (admittedly meag- er) experience with archery. The first problem is the relative ease with which characters pick up the ability to use a bow. The English yeoman must begin training as a boy, but the 4th-level made more fighter who decides to obtain expertise in a bow can pick it up in the time it takes to gain a new level — certainly nowhere near the amount of time the English yeoman put into it. To make acquisition of bowmanship skills more difficult, triple the normal non-expertise penalty for bows. Each time meaningful someone takes expertise in a bow, the penalty is reduced by 1 plus their dexterity bonus to hit (if it applies), with a minimum reduction of 1 in all cases. So a fighter with an 18 dexterity would gain a 4-point reduction of the penalty each time he or she took expertise, while a fighter with a 5 dexterity, who spends a lot of time fumbling around with the thing, won’t get as good as quickly, and the non-proficiency penalty will be re- duced by only 1 each time. This penalty is not applicable to elves, since elves seem to have the same sort of relationship with bows as they have with magic — a very close one. The next subject is how much strength is needed to properly operate a certain type of bow. To be sure, this has been ac- counted for somewhat in the range factors, but still there is something missing. What happens if adventurers pick up the

The chart printed with this article was lower than 12 will have to settle for profi- developed from an idea submitted to ciency in a bow of below-average power, A long DRAGON™ magazine by Robert Bowling, resulting in penalties for the determina- who suggested to us that the AD&D™ tion of ranges, “to hit” and damage fig- weapon statistics could be expanded to ures. An arrow fired from a bow of 40 allow for bows of varying strengths. Ro- pounds or less will only do 1-4 points of bow isn’t bert provided a chart which listed bows damage instead of the standard 1-6. according to the pounds of force needed On the other end of the chart, only to use the weapon effectively, the min- fighters with exceptional (18/01 or great- imum strength required for a character er) strength will be able to operate a bow always a attempting to employ a bow of a certain of more than 100 pounds. Bows with strength, and the amount of damage greater power benefit the user by offer- done by a hit with an arrow from that ing longer range capability, less severe bow. “to hit” penalties at medium and long strong It was a good idea, which staff member range, and gradually improved damage Gali Sanchez made even better by revis- potential. However, note that a character ing and expanding the bow statistics into using a bow under this system does not the chart which appears with this text. It receive a bonus to damage by virtue of bow should be noted that the figures pre- above-average (16 or better) strength. sented here are not designed to be used Instead, the damage adjustment given in with all of the information in the other the chart is added to the base 1-6 points articles in this section. In some cases, done by the arrow. Archers with strength statistics from two of these articles may of 17 or greater will enjoy an even better actually contradict each other, and at damage adjustment than is provided for such times it is left to the reader to make in the AD&D rules, because the increase the final judgement about which system is a function of the improved quality of is better suited to his wants and needs. the bow rather than the muscle power Classifying bows — specifically the used to operate it. composite long bow — in terms of the The damage-adjustment rule can work strength of the bow is justified from the in the other direction for a character who standpoint of realism: Bows of varying isn’t using the most powerful bow he can amounts of “pull” do exist. According to possibly employ. For instance, a fighter an authority on archery we spoke to, a with 18/51 strength and a fighter of 11 modern-day archer of average ability strength will both do only 1-4 points of will be able to capably operate a bow in damage if they’re firing from 30-pound the 45-70 pound range when hunting or bows, and will abide by the same range target shooting. The minimum strength and “to hit” requirements even though needed for a fighter or assassin to use their strengths are drastically different. the least powerful average-type bow (45- With a system like this, a fighter or as- pound) is 12. Fighters with a strength sassin is well advised to shop around for 50 February 1982 Dragon bow of Odysseus? A great weapon, but who could string it? have your ogre friend do it for you, but what happens when he How much trouble would someone with a strength of 3 have isn’t around?). Once the crossbow is cocked, a character of any trying to string a very powerful longbow? To deal with this strength would have no problem firing it. situation, use the following table: The strength ratings can be used to determine which charac- ters can use which bows. The strengths can also determine hit Strength needed probability for the bow. I use the easiest method: The hit proba- Bow type (min.) (max.) bility for a bow according to its strength is the same as the hit Bow, composite, long 16 18/76 probability for a character of the same strength, with bonuses Bow, composite, short 15 18/50 to damage also applied when they pertain. Bow, long 12 18/01 Used individually, these two revisions in the rules could un- Bow, short 815 balance a game. Used in tandem, they counteract each other Crossbow, heavy 16 18/00 somewhat. The first revision, by making bow expertise so hard Crossbow, light 15 18/60 to get, would make things tougher for player characters. The second, which effectively gives a very good hit probability bo- The strength maximums and minimums can be thought of in nus to the bowman, gives players an advantage (of course, much the same way as racial limitations. They are not fixed everybody has the same advantage and disadvantage, but my permanently; these are just the values I came up with. If some- players tend not to see that). Expertise in a bow is hard to get, one prefers the short bow to be strength 3-9 and the long bow but once you’ve got it, you have a very useful skill. strength 10-18, for instance, those changes can easily be made. With this revision, what happens to magical bows? Why wor- To be able to use a bow effectively, a character must have a ry about a magical +1 bow in that dragon’s hoard when you can strength at least equal to the minimum on the chart. If the get an 18 strength bow that hits better for more damage? Here character is weaker than the bow, hit probability is seriously is where the last revision comes in: Magic bows can be made to affected, by a factor of –2 for each point of strength lower. (Too have a new nature. Some of them always hit their target, but an much effort is going into drawing the bow as opposed to aiming 18/00, or even 19 or 20 strength, is needed to draw them! Others it.) Optionally, crossbows may be cocked readily enough by may have a 15 or 17 strength for hitting and damage purposes, anyone with a strength as much as 2 lower than the listed but may be drawn by anyone of any strength. minimum. Mechanical cocking devices would eliminate strength Good luck with your new breed of bowmen and keep your considerations entirely in cocking the crossbow (or you could bowstrings dry!

the strongest bow he’s capable of using. Minimum And, although comparative prices and strength Pound “To hit” Damage manufacturing times aren’t discussed in required test Range adj. adj. this article, it is logical that 60-pound bows would be much more abundant on S M L S M L the shelves of weapon shops, and much 9 20 5 10 15 –1 –3 –6 (1d4) easier to obtain, than those of substan- 10 30 5 10 18 -- –3 –6 (1d4) tially greater power. 11 40 6 11 19 -- –2 –6 (1d4) The 60-pound bow was the norm be- 12 45 6 11 19 -- –2 –6 (1d4) fore modification of the range, “to hit” 13 50 6 12 20 -- –2 –5 -- and damage figures. Statistics for that 14 60 6 12 21 -- –2 –5 -- type of bow are the same as the figures 15 70 6 12 21 -- –2 –4 -- given for the composite long bow in the 16 80 6 12 21 -- –2 –4 +1 AD&D rules. Figures for bows stronger 17 90 7 13 22 -- –2 –4 +1 (+2) or weaker than 60 pounds are gradually 18 100 7 13 22 -- –2 –4 +2 (+3) altered to provide a definite difference 18/01 110 7 13 23 -- –2 –4 +2 (+4) between each bow and the ones adja- 18/51 120 7 14 24 -- –2 –4 +3 (+5) cent to it on the chart. For instance, the 18/76 130 7 14 26 -- –1 –4 +4 (+6) 50-pound bow differs from the “official” 18/91 140 7 14 28 -- –1 –4 +5 (+7) 60-pound bow by having its maximum 18/00 150 7 14 30 -- –1 –4 +6 (+8) long range cut from 210 to 200 yards, and the 70-pound bow is slightly super- ior to the 60-pound bow in that the “to hit” adjustment at long range is only –4 instead of the customary –5. The maximum effective range of the most powerful longbow is 300 yards. It may seem unrealistic to assume that any archer — even one with 18/00 strength and a 150-pound bow — could hit what he was aiming at from a distance of 3 football fields away. However, target- shooting contests have taken place in the real world with contestants firing at objects from that distance. Granted, real archers may not be able to hit a man- sized (or even monster-sized) target at that distance once in 10 tries — but then again, there aren’t any archers in the real world with 18/00 strength, either. 51 Dragon Vol. VI, No. 8

52 February 1982 Dragon

53

February 1982 Dragon SWORDS SLICING INTO A SHARP TOPIC

weapon. The other parts are termed ac- inches in length. It served to keep the coutrements, which could be removed, weapon of an opponent from sliding up changed or replaced. the blade and cutting the wielder’s hand. A medieval blade usually had two cut- During the Renaissance guards became ting edges; ranged between 30 and 70 much more complex, protecting the hand inches in length; was pointed; and often from lighter, pointed swords. incorporated design features such as a The hilt was a covering over the length blood runnel. The blade bottom ended in of the tang from the guard to the pom- the tang, a metal spur used to attach the mel. It was usually made from cloth or BY DAVID NALLE blade to the rest of the weapon. The tang leather, textured with string or wire for a was thinner than the blade, usually four better grip. For many, fantasy conjures up the im- to 12 inches long and an inch or so wide. The pommel changed with fashion age of a brawny barbarian brandishing a On early swords the tang was welded to and can be used to date swords. It was burnished blade. Alliterations aside, the the blade, but these types tended to designed to keep the sword from sliding sword was usually the weapon of choice break off; later, the tang was forged as an from the the wielder’s hand and also bal- for hand-to-hand combat, be it a switch- integral part of the blade. The tang was anced lighter swords. It was attached to blade or a great sword. designed so that a tang nut could be the tang and sometimes served as a tang And, regardless of changes in design hammered, shrunk, or screwed onto the nut. The pommel usually was heavy me- and use, the parts of the sword remained end to attach the pommel and hold it tal, sometimes covered with cloth. At basically the same from the beginning of onto the hilt. first it was just a ring or crossbar, though the Middle Ages to the present. The guard was a forged iron cross- later pommels were often sculpted, or in The blade was the essential compo- piece attached perpendicular at the geometrical shapes. This most visible nent of a sword. Sometimes references junction of the blade and the tang. It var- part of the sword was ornamented in any to a sword include only its blade, the ied in size and shape, and the final form of a number of ways. Heavy pommels irreplaceable and lasting part of the in the Middle Ages was from five to 14 also could be used as clubs.

Smith’s mark

Tang

Blade Tang nut Guard The parts of the medieval sword, as illustrated on a typical long sword. Note that the top drawing includes the blade and tang only; the bottom draw- Hilt ing shows the accoutrements generally found on swords during the Middle Pommel Ages. 55 Dragon Vol. VI, No. 8

Four different types of swords used by northern European warriors: The long sword as used by the Vikings (top left), the German spatha (top right), the broadsword, an offspring of the spatha (bottom left), and the pointless Celtic sword (bottom right).

Swords changed history and were changed by history. The bastard sword (top left) and two-handed sword (bottom left) were responses to improved armor, while the falchion was more practical for archery units than the broadsword (bottom right). Damascene-type swords, such as the scimitar (top right), were prized possessions, while Rome’s legions spread the gladius (bottom center).

rounded to a width of about 1½ inches. a stabbing weapon for use against lightly There was no blood runnel, and the armored troops. The guard was usually a guard and pommel were usually either small bar, and the pommel was of varia- an iron bar or a bronze ring, usually not ble shape, though it was usually a heavy very large. The function of this sword bar or block. The cross-section of the was very similar to that of the battle axe. blade was either a triangle or a squashed The spatha was a longer sword used octagon. EDGED EVOLUTION mainly by the Gauls and Germans. A European tribes used these three early spatha was usually about 50 inches long swords until the 9th century, when Ulf- with a three-inch-wide blade. It was a berht, a Teuton bladesmith, developed The sword, which slowly evolved from cutting weapon with two edges. Some the broadsword, the dominant blade of the Greek spear, first came into popular had points, though these were usually the high Middle Ages. This was a longer, use during the Roman Empire. Three not used. better-balanced version of the Celtic early types of swords developed: the The Germans spread this ancestor of sword and incorporated the length of the Celtic sword, the Roman gladius, and the broadsword around Europe while spatha and the point of the gladius. the German spatha. Though different in serving as mercenaries for Rome. The Ulfberht’s sword was originally intend- design, aspects of each were eventually blade was generally four-sided, with a ed for use against chainmail and had a incorporated in the weapons associated diamond-shaped cross section. The pom- point for thrusting and an edge for cut- with the age of chivalry. mel and guard were usually bars of met- ting. As plate armor came into greater From about 400 BC to AD 100 the Cel- al, or metal-bonded wood or bone. use in the 13th century, Ulfberht’s design tic sword was popular with Celtic and The gladius was one of the finest fight- was expanded to form the three basic Teutonic tribes spread from Scotland to ing weapons of the period, mass pro- sword types of the high Middle Ages: the Turkey. (Their main concentrations were duced and spread by Roman legion- broadsword, the bastard sword, and the in the British Isles, the Balkans, and naires. The typical gladius was some- two-handed greatsword. Length and France.) The broad, flat-edged Celtic what less than 30 inches in length, with weight were increased in these swords blade had no real point, and was used the greatest blade width about 1½ inches. to increase cutting ability. exclusively for cutting or hacking, mak- The blade was four- or eight-sided, very The broadsword followed the original ing it similar in function, if not appear- stiff, and had a sharp point. design. It was about 50 inches long and ance, to the battle axe. The Roman shortsword shown in the weighed around two pounds, and was The blade was about 30 inches long movies is much more similar to the Celtic single- or double-edged. The bastard and two inches wide. The point was sword than to a historical gladius. It was sword was similar, but was intended to be 56 February 1982 Dragon

used with either one or two hands to construction and the sword adapted to men at arms needed weapons, smiths allow a heavy double-handed blow. Bas- stay the most versatile and practical would be. The craft of sword forging was tard swords were about 60 inches long weapon for the medieval warrior. If gun- widely known throughout Europe, al- and weighed some four pounds. The hilt powder had not changed warfare so rad- though some smiths had more skill than was lengthened to leave room for two ically, heavy swords and armor might others. The process was unreliable, hands. The greatsword had a very long have stayed to this day. But, when the enough so that any smith might make a hilt to accommodate two hands with gun made armor obsolete, the sword great blade, though some might never ease, as it was always used with two changed again to the light, pointed form do so. hands. It tended to be 70 inches long and of the post-medieval period. weighed up to seven pounds. These After the Roman Empire, most swords swords usually had triangular blades were made in Scandinavia or Germany. and points, though these were omitted The most noted swordsmiths of this pe- on some longer blades that were imprac- riod were Ulfberht, Ingelrud, Romaric, tical to thrust with. Ranvik, and Eckelhardus. It was not until (A bit of clarification to reconcile gam- the later Middle Ages that towns in ing nomenclature with historical usage: southern Europe and the Middle East FORGING The double-edged broadsword described became famous for their swords. Even- above translates into the longsword of tually, the Syrian city of Damascus be- THE SWORD AD&D and D&D rules; the gaming broad- came legendary for the quality of the sword has a single-edged, triangular steel in its swords. Toledo did not achieve In the Middle Ages swords were made blade. The Celtic sword and gladius both renown until the 15th and 16th centuries from various grades and types of iron correspond to the short sword as de- when higher heats allowed duplication and steel by a number of different me- scribed in the rules. The bastard sword of Damascus’ quality. thods. Ore — and the way it was refined does damage as its gaming counterpart, Most swords were not made at famous — and the skill of the smith determined but only when swung with two hands. forges by smiths remembered by histo- the quality of the sword. When used one-handed, the bastard ry. Every smith had his mark, and swords The fall of the Roman Empire also sword does damage as a long sword. bearing hundreds of different marks sur- brought the end of its European mines. Lastly, the spatha should be considered vive. Every town had a swordsmith and Early medieval smiths found ore where a long sword for gaming purposes.) some, like London, were large enough to they could, mostly in bogs or other areas Changes in armor design and the style have a guild of bladesmiths and one of needing little or no excavation. of combat prompted changes in sword hiltyers as well. Wherever knights and Ore found in bogs contained many 57 Dragon Vol. VI, No. 8 impurities that made for poor iron unless heating and cooling the blade. This number of years when the carbon is removed. Smelting under high heat draws the carbon to the surface of the highlighted by the rusting of the metal. burned some foreign matter; the smith blade and spreads the carbon by ex- Both Damascene and pattern welding removed the rest by working with the hot panding and contracting the metal. Many were complex techniques and difficult to iron. substances were tried for cooling the perfect. Damascene produced a some- During smelting, ore was sealed in a steel. One quality smiths looked for was what better blade, but more failed blades clay furnace that was broken up after- a high boiling point, so the coolant were produced in the process; pattern ward. The metal was heated to around would not boil away when it touched the welding was quicker and more reliable. 500 degrees Centigrade, much cooler hot metal. Some of the most popular Clay casing was used mostly for produc- than the 1,100 degrees used today. After coolants were water, oil, urine from goats, ing mass-market, single-edge blades smelting, the remaining slag was worked molten lead, honey, radish juice, moist such as the falchion. It was faster than out by the smith to produce wrought clay, or, in the east, human blood. The other methods, but the product was far iron. If too many impurities remained, most effective of these were probably inferior. the iron was resmelted. urine, oil, and radish juice. None of the techniques was really The smelting and working methods The carbon content of the blade was quick. A smith needed from 40 to 70 were not completely effective, and much often proven during the tempering pro- hours to make a good sword, and one of the iron of the Dark Ages and the early cess. Blades with too much carbon could commissioned by a special client might Middle Ages was so poor as to be worth- shatter when cooled. Most smiths lost take weeks. In the Middle Ages, it was less in combat. several swords due to this reason for impossible to make a truly fine blade The goal in forging a sword is stiffness each one they completed. quickly. and a good edge. The dangers are mak- The two main methods for forging Clay casing was a simple process. A ing the blade too stiff, softness, or brit- quality swords in the Middle Ages used blade was beaten from a piece of hot tleness. Western European swords tend- different approaches to the problem of steel. The back of the blade was then ed towards softness, while Eastern generating relatively uniform hardness coated in clay with the edge left bare. swords were often brittle. and flexibility in the blade. In the east, a After the clay was applied the blade was Swords made from plain wrought iron technique called Damascene was domi- fired again and cooled. The result would were much too soft, so steel was made nant, while a simpler method called pat- be the tempering of the edge of the blade by treating the hot iron with charcoal. tern welding was popular in the west. A while the clay-covered back remained This carbon hardening process required third system called clay casing was also flexible. This gave a good edge and re- great care, because too much carbon used to forge lower-quality swords. tained some flexibility. The relatively could make the the sword brittle. The Each of these methods leaves a dis- simple process took only a few hours for ideal carbon content was about .7%. tinct pattern in the blade from the depos- each blade. The product was rather un- Hardness and flexibility were enhanced it of carbon in the tempering process. reliable and poor against armor. Clay by tempering, the process of alternately This pattern is especially clear after a casing left a distinct line of discolora-

58 February 1982 Dragon tion down the length of the blade, mark- Pattern welding was the preferred tech- produce a long cable that cooled into a ing the high-carbon area from the softer nique of western European smiths. This single piece and was hammered flat after metal. was a fast and effective method of forg- it cooled. This cable-like affair was then Damascene resulted in a very high ing, but in many ways was uneconomi- filed down to about 40% of original size carbon content, and a hard, sharp blade. cal, wasting more than half of the steel in and an edge put on. The twisting left a This was achieved through repeated the sharpening process. candy-stripe pattern of carbon lines in a tempering and working the red-hot me- The smith divided the hot iron into four criss-cross design. tal. A Damascene blade was tempered long, thin bars, which were put in boxes The final step was to treat the blade twice as many times as other blades, of carbon dust. The metal absorbed the with acids, usually urine, acetic acid, or sometimes with different coolants. Temp- dust, becoming hard on the outside, but tannic acid, to give a good finish. Tannic ering might be done as many as 25 times, keeping a soft core. This resulted in high acid was the best finishing acid as it with carbon content usually between external carbon content, but an overall helped prevent rust. After this the accou- .7% and 1.5%. To reach this high level content of only .2% to 1%. Next, the four trements were fitted, and the blade was carbon dust was added to the hot metal, bars were heated and twisted together to ready for sale. melted and mixed in with the metal. The smith worked the red-hot blade to disperse the carbon into small pockets all through the blade. The metal was beaten into thin strips of different carbon levels that were melded together in lay- THE SWORD IN THE ers, with the most carbon on the outside. The final working of the complete blade FANTASY CAMPAIGN fixed the carbon in place as much as possible. The ideal pattern of carbon When a player asks for a special sword purpose of the weapon and its great ex- pockets was in 40 rows running up the to be forged, the DM needs an idea of the pense. A lord had such a blade made as a blade forming the “Mohammed’s ladder.” long and rigorous process involved in reward to his bravest general or knight. Swords with a perfect ladder fetched making a fine weapon. Swords weren’t The fine sword is a weapon of kings remarkable prices. just stamped out by the hundreds. Each and conquerors. The right to bear one In the final step the Damascene blade one was a unique work, embodying the should be reserved only for the finest of a was etched and polished with a mineral skill of a bladesmith. Swords of quality race and should be a mark of valor. called “Zag,” then fitted with hilt, guard should not be sold cheaply and are a The sword is not just a weapon, but and pommel. Lesser blades were shipped warrior’s mark of success. Granting a represents the product of a complex and from Damascus to be accoutered and first-class sword to a vassal is a sign of exacting art. No mere lump of iron, it can sold by local smiths. great favor. because of the symbolic give life — or take it away.

59 Dragon Vol. VI, No. 8 Convention schedule

DUNDRACON VI, Feb. 13-15 — The famed Dunfey Hotel in San SCIENCE FICTION WEEKEND, April 8-11 — This will be a Mateo, Cal. is the site of this convention, which features SF and large exposition at the Registry Hotel in Irvine, Calif., to be fantasy role-playing games. For more information, write: Dun- concerned primarily with science fiction literature and games, draCon VI, 386 Alcatraz Ave., Oakland CA 94618. but also scheduled to include tournaments for D&D players and gamers of other persuasions. The salesroom will have more MAINECON ’82, Feb. 12-14 — All types of gaming events are than 50 tables of merchandise which should interest SF and planned for the next running of this annual convention, to be fantasy fans. Several special programs, panel discussions, and held in Portland, Maine. Persons interested in more information an awards luncheon are on the schedule. Full-time member- should contact John Wheeler, Mainecon ’82 director/, 245 Water ships are $12 apiece in advance or $17.50 at the door. One-day St., Bath ME 04530. admission prices are $5 for Thursday and Sunday and $7.50 for Friday and Saturday. Contact: Science Fiction Weekend, c/o ORCCON 1982, Feb. 13-15 — Southern California’s largest Fantasy Publishing Company, 1855 West Main St., Alhambra strategy game convention and exposition. To be held at the CA 91801. Sheraton-Anaheim Hotel, next to Disneyland in Anaheim, Calif. Wargames, fantasy games, SF games, and family game tour- MUNCHCON II, April 16-17 — To be held in Corbly Hall on the naments will be featured, along with industry exhibitors and campus of Marshall University in Huntington, W. Va. Guest many special events. Admission is $12 at the door for three speakers will include Richard and Wendy Pini, Jean Lorrah, days, or $8 at the door for one day only. Further information is and (tentatively) L. Sprague and Catherine deCamp. Seminars, available from OrcCon, P.O. Box 2577, Anaheim CA 92804. D&D tournaments, films, and an art show are on the schedule — and admission is free! For details, send a SASE to Marshall VICTORIA FANTASY & SF FAIR, Feb. 27 — A one-day event University Science Fiction Society, Memorial Student Center, sponsored jointly by the University of Victoria Science Fiction Marshall University, Huntington WV 25701. Association and the Victoria Star Trek Club, to be held at the Student Union Building at the University of Victoria in British CONTRETEMPS, April 23-25 — A science-fiction convention Columbia, Canada. Scheduled attractions include showings of to be held in Omaha, Neb. Further information is available by the films Silent Running and the original Nosferatu, a Super 8 writing to: Ship to Shore, P.O. Box 12373, Omaha NE 68112. film workshop, two AD&D competitions (beginners and ex- perts), panel discussions, and trivia quizzes. Noted SF writer MARCON XVII, April 30-May 2 — The University Hilton Inn, Jack Williamson will be the guest of honor. Registration fee is 3110 Olentangy River Road, Columbus, Ohio, is the site of $6 (Canadian) paid in advance, or $7 at the door. Interested this convention, which features guest of honor Hal Clement. persons should contact Karl Johanson, 1594 Mortimer St., Vic- Admission prices are $12.50 through April 1, $15 at the door. toria, B.C., Canada. For more information, write to Marcon XVII, P.O. Box 2583, Columbus OH 43216. FANTASYLAIR ’82, March 13-14 — Ponca City, Okla. is 2 hours from Wichita, Oklahoma City, and Tulsa, and 6 hours from LEXICON I, May 1 — Role-playing games, wargames, comics, Dallas and K.C., according to the sponsors of this event, the and lots of other subjects will be part of this one-day event in Northern Oklahoma Dungeoneers. The convention will feature the Bishop Kearney High School hall in Rochester, N.Y. For continuous gaming of all types, including an official Pente more information, write to Mike Bovard, President of the Bi- tournament, an AD&D Open, and several other smaller AD&D shop Kearney Gaming Association, 24 Leonard Crescent, Pen- tournaments. A “Monster Mash” ball featuring a costume con- field NY 14526. test will be held on Saturday night. Admission is $4/day for members, $6/day for non-members, and $10/day after Feb. 1. CONQUEST III, May 28-30 — SF author Norman Spinrad will Write: Northern Oklahoma Dungeoneers, P.O. Box 241, Ponca be the guest of honor at this gaming event, to be held at the City OK 74602. Continental Hotel, Kansas City, Mo. Tournaments are sche- duled for AD&D and TFT players, among others, and a game STELLARCON VII — QUASICON, March 26-27 — A mini- room will be open round the clock. Registration is $9 until April convention scheduled for the University of North Carolina 30, $12 thereafter. Contact: CONQUEST III, P.O. Box 32055, campus in Greensboro. Films, guest speakers, a costume con- Kansas City MO 64111. test, computer demonstrations, and many types of gaming events will be on the agenda. For more information, send a GRIMCON IV, May 28-31 — A fantasy and SF gaming gathering self-addressed, stamped envelope to SF3, Box 4 E.U.C., UNC- to be held at the Oakland Hyatt House, Oakland, Calif. The Greensboro, Greensboro NC 27412. schedule includes all the usual convention attractions: films, dealers, demonstrations, and lots of tournaments. Pre-registra- MAVCON ’82, April 2-4 — A gaming convention offering fanta- tion cost is $14 for all four days. At the door, a four-day ticket sy, science fiction, and wargaming competitions. The site will will cost $17, and single-session admission at the door is $7. be the University of Texas in Arlington. More information is More information is available by writing to GRIMCON, P.O. Box available by writing to MAVCON ’82, Box 19348-50, University 4153, Berkeley CA 94704. of Texas, Arlington Station, Arlington TX 76019. M.I.G.S. III, May 30 — The Military Interests and Games Society SPRING REVEL, April 3-4 — More fellowship and fun from TSR will stage this event at the Kitchener-Waterloo Regional Police Hobbies, including all of our — and your — favorite games, Association Recreation Centre in Kitchener, Ontario, Canada. food, etc. Just drop in at the American Legion Hall, 735 Henry Tutorials, seminars, painting contests, a flea market, board- St., Lake Geneva, Wis., or for more information write: Spring game competitions, and miniatures tournaments are among Revel, c/o TSR Hobbies, Inc., P.O. Box 756, Lake Geneva WI the events on the schedule. Contact: Les Scanlon, President of 53147. Admission prices are $3 for the weekend or $2 for one M.I.G.S., 473 Upper Wentworth St., Hamilton, Ontario, Canada day. L9A 4T6. 60 February 1982 Dragon

by Glenn Rahman Since it can be fun to play the bad guy sometimes, this variant of the second The standard rules of the KNIGHTS edition KNIGHTS OF CAMELOT rules OF CAMELOT™ Game encourage a play- will outline the method by which a brave er to increase his virtue and his skill at knight may depart from the paths of arms until he can convince King Arthur virtue. to dub him a knight of the Round Table. Yet, readers of the legends of Arthur will Beginning the game be aware that few knights met the stand- Until the player decides to make his ards of those who aspired to Camelot. character a Knave, the standard rules are Many rough, ill-natured knights spent in effect. Where the Knave differs from their days robbing, slaying, and chal- the Knight is in his indifference to the lenging the honor of British maidenhood. glow of Camelot, in his desire to be In the course of their lives, they expe- feared in Britain, to reap fortune and rienced excitement and peril equal to pleasure by means fair and foul. any known by the knights of the Round Even after the character becomes a Table. If the knights of Camelot did not Knave, all the rules hold except where have these knaves to foil and chasten, stated otherwise. For example, although the legends of Arthur would have been the character is a Knave, it is probable so impoverished that only a few experts that he will earn various amounts of Chi- would have bothered to read them at all. valry and Virtue Points. He will be likely 61 Dragon Vol. VI, No. 8 to compete in Tournaments and partake KVP. But this same Knave must slay two immediately receives the Message that in Adventures. Except where abrogated more good Knights to earn a second his “Lady (Lord) is Imprisoned” (page 23 by this variant, all the usual awards and KVP with the same Act. Should he wish of the rule book). Until he or she is freed, penalties apply to the Knave. to earn a third point by killing good the Imprisoned Lord or Lady cannot Knights, he must slay four more. If he grant Requests. How to win as a Knave hopes to earn ten KVP’s solely by this A Knave may free his own prisoner. A player wins as a Knave if his charac- single type of Act of Villainy, the Knave However, this action will erase his credit ter is the first Knave to acquire ten Knave will have to slay 1,791 good Knights — a for an Act of Villainy for taking the Victory Points (KVP) by committing Acts hopeless task, as there are only 75 non- prisoner. of Villainy. player Knights in the game. Clearly, a C. Looting a Shrine: To commit this There are several different Acts of Vil- Knave will win more quickly if he com- Act, the Knave must enter the Shrine and lainy. A Knave may commit a single type mits as many different types of Acts of announce his intent to Loot it. A die is of Act any number of times, but he is Villainy as he can. rolled; on a 1-3, that number of Knights penalized for his lack of variety; that is, will appear to defend the Shrine; on a the number of times he must commit the The Acts of Villainy 4-6, no one will appear. To bring off this same Act in order to earn another KVP A. Distressing a Lady: If a Knave in- act successfully, any defenders must be keeps doubling. For example, if a Knave tends to Distress an encountered Lady, defeated. Looting a Shrine penalizes the slays a good Knight, he chalks up one he must first defeat any companions Knave 12 VP. with her. If the Lady is not accompanied, D. Piracy: A Knave who turns pirate the Knave makes a Luck Roll. If it fails, commits an Act of Villainy if he attacks one Knight will hear the Lady’s scream and defeats any non-pirate ship upon and combat the Knave in her behalf. the seas. This includes any non-pirate When there is no one left to defend the ship carrying another PK, as well as non- Lady, she will defend herself — first by player Merchant Ships. Enchantment attempt (if an Enchantress) To encounter a non-player Merchant and then, if necessary, by using one Ship, the Knave player rolls the Sea En- combat die. counter dice (Page 27 of the rule book). Since the Knave’s wish is to distress If the result is “No encounter,” the pirati- and not to slay, he must defeat her bare- cal Knave may read it as “Merchant Ship handed (one die). However, since Ladies Sighted.” If it comes up anything other do not use shields, he receives a +2 com- than “No encounter,” the standard rules bat add. Performing the Act of Villainy are followed. Non-player Pirates may at- costs the Knave a 6 VP penalty. tack a Knave-pirate’s Ship. A defeated Lady may be forced to ac- To determine the strength of the Mer- company a Knave to one of his Castles chant Ship, the Knave player draws a and be Imprisoned. random Ship counter. On the basis of its B. Imprisoning Persons: A King, printed strength, the Knave must decide Knight or Lady whom the Knave person- whether or not to attack it. ally defeats may be forced to accompany Only after he has committed himself to him to one of his Castles and be therein the attack may the Knave player roll two Imprisoned (see “Player Jailors,” page dice to determine what passengers may 22 of the rule book). The Act of Villainy is be on board the Merchant Ship: completed when the prisoner enters the controlled Castle. Dice Merchant Ship Passengers If another Player Knight or Knave (PK) 2 Ghost Ship: no passengers, no wishes to free any of the Knave’s prison- crew. The superstitious pirates are ers, he may do so as per “Rescuing a frightened and maroon the Knave Prisoner,” page 22 of the rule book. A PK for a Jonah. Treat as a “Shipwreck” receives 6 VP for each prisoner he frees. (page 27 of the rule book). Additionally, he wins the friendship of 3 Druid; attempts to Enchant. those he rescues. 4 1-6 Knights (determine number at Should a Knave happen to Imprison random). the Lord or Lady of another PK, that PK 5 Possible Knights. Roll 1 die and subtract 3, yielding 1-3 Knights, or no Knights at all. 6 A Dwarf. 7 No passengers. 8 A Lady; possible Knights (see #5). 9 A Priest; treat him as a Goodly Hermit Man. 10 Disguised pirates. Combating this ship is not an Act of Villainy. Draw 7 Brigand chits to serve as the pi- rate ship crew. 11 King with 0-5 Knights. Roll one die to determine number of Knights; on a roll of 6, the King is alone. 12 Magic Ship. The PK is immediately whisked away to Faerie alone. The usual 12 VP award is not given to the PK. 62 February 1982 Dragon

When a Knave-pirate attacks another Castle to reinforce its hired garrison. A vessel, his Ship fights first, then himself, Castle guard defeated in Combat ceases then his companion Knights. The Knave’s to be a Castle guard. ship is not eliminated until the Knave has The Knave may treat a Castle he takes fought and been defeated. If the PK pref- by Storm the same as one which he re- ers to fight before his Ship (perhaps to ceives from his Lord by request. Howev- win CP’s, VP’s or SP’s), he may; but when er, the Castle taken by storm can only be the pirates of his crew see both the taken away by force. If player or non- Knave and his knightly companions de- player Knights storm it successfully, it is feated, they will leave the PK behind and lost. If a PK defeats the Knave in battle, flee. the Knave must surrender control of his If the Knave-pirate is defeated, he will Castles upon demand. (They are res- continue on with the enemy ship to a tored to their original Lords; the con- randomly determined port or coast, quering PK does not win control from where he will disembark. Any Knight’s the Knave. Neither does he gain VP for Fate which could not be enacted upon the automatic release of any prisoners the sea will be put into effect immediate- held in the Knave’s lost Castles). The ly upon landing. If the Fate is to be Impri- Knave also loses the Castles he won by soned, the Knave is placed in a Castle at Storm if he is defeated in combat by an once. Arthur Knight who gives him a Knight’s If there is no Knightly character to give Fate with a number greater than 4. the Knave his Knight’s Fate, the defeated A Knave who successfully Storms the PK’s Fate is automatically Imprisonment. Castle of a Knave automatically releases He is placed in the Castle of the King or the first Knave’s prisoners. He cannot Provincial Lord of the area in which the claim any Act of Villainy by keeping Ship lands. If sent to “Logres-5” (no them Imprisoned. coast), the Ship’s destination is random: F. Slaying a good Knight: It is an Act 1-2, Brittany; 3-4, Gaul; 5-6, Benwick. of Villainy to deal out the Knight’s Fate of The kings of Britain resent Pirates death to a good Knight. But it is not pos- preying on their coasts, so it is wise for sible to know before hand that a foe’s the Knave to keep moving. If a Knave death is undeserved. Follow the proce- captures a non-piratical vessel in a Sea dure given under “Slaying” on page 12 of Area and then remains in that Sea Area, the rule book. If the test dice call for the the next Merchant Ship he encounters loss of 15 CP and 6 VP, the Knave has on an Encounter roll of “7” will be a war- also committed an Act of Villainy. ship dispatched to fight Pirates — and it G. Slaying a Goodly Hermit Man: will contain 1-6 Knights. Combat with Slaying a Hermit is an Act of Villainy, the warship is compulsory. unless he is a druid in disguise. With a E. Seizing a Castle by Storm: Suc- WL of 1 and only one combat die, the cessfully Storming a Castle (see page 22 Hermit is an easy target. To make this of the rule book), if done for the purpose variant more interesting, any Goodly of controlling the Castle in future game Hermit Man or druid has a possibility of turns, is an Act of Villainy. placing a dying curse upon his slayer. The Knave may not Storm the Castle Upon slaying a Hermit, the Knave of his own Lord or Lady. Otherwise, any player makes a Luck Roll to determine Castle may be Stormed. Camelot will be whether he is cursed. The nature of the defended by 2-12 Knights; any Knave curse, if one is indicated, is established who successfully Storms Camelot must by a second die roll, reading the result deal with an automatic counter-storm by from this list. 1-6 Knights on each turn when he does not make a successful Luck Roll. Taking Die Hermit’s “Dying Curse” Camelot and holding it for three com- 1 The Brittle Lance: The Knave’s plete turns earns the Knave an additional lance will break if a 10, 11 or 12 is 1 KVP. rolled on the three attack dice. If the lord of the Castle is a King, that 2 The Faithful Encounter: The Knave King will defend himself in his throne receives a Prophecy he will en- room. The use of horses or lances is counter 1-6 Knights. They attack prohibited in interior fighting of this him on sight. If defeated by these type. If the lord is a Lady, she will defend Knights, the Knave will be slain. herself with 1 combat die, and may be 3. The Prophecy of the Beast: The Distressed. Any defeated King or Lady Knave receives a Prophecy that he may be Imprisoned. will encounter a Monster. The loot a Knave takes from a Castle 4. The Mark of the Knave: The Knave allows him to hire non-player Knights to player must subtract 1 from any defend his own Castle. Determine a ran- encounter reaction dice he rolls. dom number from 1-3 and draw that 5. The Life of Misfortune: The Knave number of Knights from the deck. These player must subtract 1 from all his Knights perform no other function than “Luck of the Day” rolls. to defend the Castle against attacks. 6. Doleful Retribution: Increase any Other Knights (those whom the Knave Knight’s Fate the Knave suffers by personally defeats) may be sent to the 2 in severity. 63 Dragon Vol. VI, No. 8

Curses 2 and 3 are treated as Prophe- a successful Luck Roll. If the Luck Roll is Combat cies of Adventures. To remove a curse, made, the Brigands will accept the Knave A Knave would not be much of a knave the Knave must get a friendly reaction as their leader. if he had to fight fair all the time. Hence, a from a Goodly Hermit Man or an Arthur Brigands will travel with the Knave at Knave is never forced by the rules to Knight and be able to secure a “Lift En- the foot-movement rate. The Knave may fight without advantage. If he fights un- chantment” or a successful “Heal.” Then mount his Brigands with horses robbed chivalrously and wins, he earns “Scoun- the Knave will be granted a pilgrimage to from defeated Knights and from Castles drel Points” (SP) equal to half the Wound Rome. When he reaches Rome, the curse he controls. Mounted Brigands fight with Level of any Knightly opponent he de- is annulled. swords (2 dice +1); the only Combat feats. If defeated while fighting unchival- Events they heed is “horse killed” or rously, he earns 3 SP. A Knave’s WL is Lord and Lady Service “unhorsed.” equal to his CP plus his SP, divided by It is usually a bad master who has a In large Knightly combats, the WL’s of 10. This explains how some wicked bad servant; here is why. After the Knave the Brigands are not totalled with those Knights have large WL’s. has committed his first Act of Villainy, he of the Knave’s party. In this and all other Many things a Knave is expected to do is apt to be looked upon with scorn by combats, the Brigands fight before the will cost him CP penalties. However, the those of higher moral values. If he is an Knave, should he wish them to fight at Knave’s lost CP is merely converted to Arthur Knight already, he is dismissed all. If the Knave is defeated in combat, SP on a one-for-one basis. A Knave can- from Arthur’s service. No Knave may any Brigands he leads will run away. If not lose (convert) CP he does not have. serve Arthur. the Brigands defeat another PK, the When Summoned by his Lord or Lady Knave player may administer the Knight’s Knaves who defeat Kings unchival- (see Messages, page 23-24), The Knave’s Fate. rously do not win their friendship. recent activities are reviewed (immedi- Knave-led Brigands may not enter any ately upon reaching the Castle of his Castle unless it is controlled by the A Knave Repentant Lord or Lady). If the Lord or Lady has a Knave. Neither may they take passage If for any reason a PK no longer wishes lower Virtue Level (VL) number than the to be a Knave, the character must go to a Knave, one die is rolled. If the result is Shrine and there spend (in meditation) a greater than or equal to the VL number of number of turns equal to the number of the Lord or Lady, the Knave is spurned KVP he has acquired. Afterwards he and cast out from his service of that Lord must renounce all his Scoundrel Points or Lady. This applies only if the Knave (and undergo the consequent WL reduc- has committed a new Act of Villainy tion). At that point he must randomly since his last Summons and review by determine an Adventure and accomplish his Lord or Lady. it successfully. Should the Knave approach a King or If he succeeds, he is no longer a Lady to request service, the same kind or Knave. If he fails, and still wants to re- moral judgement is made as above, with pent, he must go to a Shrine and deter- one die compared to the VL of the Lord mine a new Adventure. A repentant or Lady. Only if the result is happy for the Knave may backslide any time he wishes Knave will the character permit him to prior to completing his required Adven- make a request for service: However, a ture. To do so, he need only take back Knave who enters a Lady’s service the SP (and WL) he previously renounc- through Seduction does not undergo ed. This does not rule out attempting to any type of moral review. After he is in repent later on. the Lady’s service the rules above apply Once the PK attempting to repent has to any Summons his new Lady issues. successfully completed the Adventure Should a Knave not heed his Lord’s asked of him, he is no longer a Knave; his Summons, a second Summons will not SP are permanently lost. If he later wishes only cost him 6 VP, but the Lord will to revert to Knavery, he must build up his revoke any Castle that he happens to KVP’s and SP’s from scratch. have given the Knave earlier. Being an ex-Knave will not prejudice Arthur against a Knight. Encounters with Arthur Knights Since Arthur Knights customarily ride on Ships. If a Knave enters a Castle and Interaction of Knights and Knaves around the countryside vanquishing leaves his Brigands outside, they will The Knave variant may be played si- Knaves, a Knave cannot expect to be vanish at the end of the third complete multaneously with other players using well received by an Arthur Knight. If an turn afterward. If the Knave makes a the standard rules. A non-Knave PK who Arthur Knight or a group containing an successful Luck Roll, the Brigands will vanquishes a Knave in combat receives a Arthur Knight encounters a Knave, 1 is be waiting when he comes out. VP bonus of +6. subtracted from the result of their Reac- tion dice roll. Additionally, if a Knave Turning Pirate In a mixed game there will be a Knave- commits an Act of Villainy while accom- If a Knave encounters Pirates they will winner and a Knight-winner. The objec- panied by a friendly Arthur Knight, that not attack his Ship if a successful Luck tives of the two types are too divergent to Knight will make a moral judgement. Roll is made. The Brigand chits that re- bear logical comparison. One die is rolled: If the result is greater present the Pirates are exchanged for a These guidelines will allow players of than or equal to the VL number of the Ship counter of a strength equal to or the KNIGHTS OF CAMELOT Game to Arthur Knight, that Knight, will imme- less than the combined strength of the simulate the most important activities of diately leave the company of the Knave. Brigands. The other Ship on which the the wicked knights of romance and le- Knave was riding (unless the Knave is gend. Now go forth, ye knaves, dastards Encounters with Brigands already a Pirate) is removed from the and caitiffs! Pillage, besmirch, damage If a Knave encounters Brigands, they map. A Knave may command any number and despoil; all of Britain waits trembling will not attack him if the player can make of Pirate Ships. before you! 64 Dragon FebruaryAnything 1982 but human

by Jon Mattson

There is little or no information concerning intelligent alien 1A. EXOTIC TYPES beings in the original TRAVELLER™ books and supplements. (Use this table only if the result from Chart 1 is “Exotic.”) One can only guess that, in the minds of the game designers, Attribute man has pervaded all reaches of the known galaxy and no other Dice roll Type modifiers beings are to be found. Yet it is illogical to assume that in an 01-15 Crystalline -12% / +5% area of such great size as that covered by the Imperium (over 16-40 Mechanical (Robot) -5% / --- 11,000 worlds), the only intelligent life form is man. 41 -50 Polymorph † Variable † The accompanying charts were designed for creating non- 51-65 Gaseous ‡ +5% / --- humans, either as players or as non-player characters, in a 66-80 Energy ‡ +8% / -4% Traveller campaign. To use the charts, you must first know the 81-00 Other * Variable * vital statistics (especially the atmosphere and hydrographic percentage) of the aliens’ home planet, using the system in Notes for Charts 1 and 1A: Traveller Book 3. Once these have been determined, simply go DMs: For Chart 1 only, subtract the planet’s atmosphere through the charts in order, rolling percentage dice and modify- times two from the roll, and add one-quarter of the planet’s ing the results where necessary as explained for each table. hydrographic percentage. The charts are for determining the statistics of entire alien * — Referee’s and/or player’s discretion. races; they are not used for each individual of one race. They † — Roll once more on Chart 1 for basic (true) type, but the can be used in one of two basic ways: Either the referee can roll alien is able to change form at will to any of those listed here. A up all of the alien races in his sub-sectors (noting their varia- result of “polymorph” on the second roll for basic (true) type tions from standard humans on a sheet of paper) and let players indicates that the creature has no real type of its own; it must choose from these when they want to be aliens, or he can allow take the form of another creature to retain its identity (and players to roll up their own alien statistics for themselves when sanity). they first make their characters (creating a whole new race at ‡ — Don’t roll on Chart 2 for basic shape — it doesn’t have the time), thus saving the ref the trouble of working them all out one. himself. As a referee, I prefer the former method, but it is only The column labeled Attribute modifiers shows the DMs made good if you have quite a bit of time to spare. to the percentage dice roll when consulting Chart 3A. The first number (before the slash) applies to the roll when checking to 1. BASIC TYPE see which attributes a race gets bonuses to; the second number Attribute (after the slash) applies to the roll when checking to see which Dice roll Type modifiers attributes a race get penalties to (see Table 3 for more 01-02 Mollusk/Amoeboid -10% / +7% information). 03-05 Plant -9% / +6% 06-16 Insectoid -7% / +4% 2. BASIC SHAPE 17-30 Reptile -7% / +4% 31-48 Mammal: 01-15: Feline -5% / +3% Dice roll Shape (limbs) Speed 16-30: Canine -5% / +4% 01-05 Amoeboid (limbless) One-quarter/One-half 31-40: Bovine -7% / +6% 06-08 Monoped One-Half/Normal 41-47: Ursinoid -7% / +6% 09-16 Biped One-Half/Normal 48-55: Equine -6% / +5% 17-25 Triped Normal 56-60: Marsupial -4% / +4% 26-70 Quadraped Normal/Double 61-70: Rodent -3% / +3% 71-80 Hexapod Normal/Double 71-90: Anthropoid -2% / +1% 81-86 Octoped Double/Triple 91-00: Other * Variable * 87-92 Tentacles (2-12) Normal 49-78 Humanoid Nil 93-94 Non-functional wings * --- 79-80 Exotic (roll on Chart 1A) Variable 95-99 Functional wings * Double/Triple 81-82 Plant -8% / +5% 00 Unusual † --- 83-88 Avian -10% / --- 89-94 Amphibian -8% / +4% Notes for Chart 2 95-96 Mollusk/Amoeboid -8% / +6% DMs: None; however, the referee may wish to limit certain 97-00 Aquatic -10% / +6% possibilities — wings will not be common on airless worlds, and 65 Dragon Vol. VI, No. 8 multi-legged creatures (more than four legs) are often found on When two speeds are specified, the first applies on a roll of 7+; high-gravity planets, etc. otherwise the second applies. Note that this will also give an * — Roll again for other limbs, with another result of “wings” idea of how many limbs are used as legs; For example, a hexa- indicating that these are the only limbs (non-functional wings pod could have four legs and two arms, or two legs and four are then considered functional). arms. If its speed was “double,” the former would probably be † — Referee and/or player’s choice. Some possibilities: the case; if it was “normal,” the latter would most likely apply. wheels, gas or air vents for hovering power, spines, etc. The terms above apply to all limbs, not just legs. Thus, a The column labeled Speed shows a creature’s speed(s) with human would be considered a quadruped in this case, not a the number of limbs in question; use like the Basic Animal biped. Also, note that all Avians have functional wings automat- Characteristics speed column (Traveller Book 3, page 29). ically (and may have other limbs as well).

2A. AVERAGE SIZE 3. ATTRIBUTE MODIFIERS Dice Average Dice Average Dice roll Number of Number of roll size (cm) roll size (cm) additions subtractions 01 20 * 47-56 180 01-25 0 0 02-03 40 * 57-65 185 26-35 1 0 04-06 60 * 66-73 190 36-45 01 07-10 80 * 74-80 200 46-65 1 1 11-15 100 81-85 220 66-70 2 1 16-20 120 86-90 240 71-75 1 2 21-25 140 91-94 260 † 76-85 2 2 26-31 160 95-97 280 † 86-89 3 2 32-38 170 98-99 300 † 90-93 2 3 39-46 175 00 325 † 94-00 33

Notes for Chart 2A Notes for Chart 3 DMs: Plus 2% x (Planetary Size -6). Roll percentage dice once and consult this chart to deter- * — Roll 2D6: on a 7+, the alien receives +1 dexterity and -1 mine how many times to roll for additions and subtractions to strength in addition to other attribute modifiers determined on attributes on Chart 3A. The chart is designed to insure that a Chart 3. race will not have too many more additions than subtractions † — As for “*” (above), but alien receives -1 dexterity and +1 and vice versa, so that no race is too superior or too inferior to strength on a roll of 7+. another.

3A. ATTRIBUTE MODIFIERS DM is added to the roll when finding subtractions, and sub- Addition/ Score tracted from the roll when finding additions. It is counted as Dice roll Subtraction affected a positive integer in any event. 01 4 Strength Procedure: To use Chart 3A, first roll percentage dice and 02-04 3 Strength consult Chart 3, using the information there as explained in the 05-08 2 Strength notes for that chart. Then roll percentage dice once and modify 09-10 3 Endurance the result with the appropriate DMs once for each addition and 11-20 1 Strength subtraction indicated on Chart 3. All results are cumulative, so 21-24 2 Endurance two rolls of “+1 strength” would result in +2 strength. 25-26 3 Dexterity Example: Rolling percentage dice and checking Chart 3, you 27-36 1 Endurance get 68, indicating two additions and one subtraction. You 37-40 2 Dexterity would then roll percentage dice three times, modifying the 41-50 1 Dexterity result as previously indicated, on Chart 3A — twice for addi- 51-60 1 Social Standing tions and once for subtractions. Say you rolled 34, 75, and 36, 61-64 2 Social Standing and there were no modifications to those rolls (the being was 65-74 1 Education humanoid from a planet with a 7 tech level and 7 atmosphere); 75-76 3 Social Standing this would indicate +1 endurance, +3 social standing, and -1 77-80 2 Education endurance. (It is good to have a standard procedure: Always 81-90 1 Intelligence roll for additions first and then subtractions.) Since the +1 91-92 3 Education endurance and -1 endurance results cancel each other out, that 93-96 2 Intelligence race’s only attribute modification would be +3 to social standing. 97-99 3 Intelligence 00 4 Intelligence 3B. PSIONIC RATING MODIFICATIONS Note: This chart is not affected by Chart 3; all beings roll once Notes for Chart 3A and once only on this chart. DMs (all cumulative) are as follows: Psionic 1. For Basic Type: the exact modification for the race in rating question is found on Chart 1 (or 1A) under “Attribute Modifi- Dice roll modifications cations.” The number before the slash is used when check- 01-03 -3 ing for additions; the number after the slash is used when 04-10 -2 checking for subtractions. 11-25 -1 2. For Tech Level: DM = 2% x (Planet’s Tech Level -7). This 26-75 Normal DM is added to the roll when finding additions, and subtract- 76-90 +1 ed from it when finding subtractions. 91-97 +2 3. For atmosphere type: DM = 1% x (Atmosphere -7). This 98-00 +3 66 February 1982 Dragon

Notes for Chart 3B Average IQ Modification Average IQ Modification DMs: The only DM is based on the race’s average intelligence 3 -25% 8 +3 score (equal to 7 plus or minus any additions or subtractions 4 -15% 9 +7 from Chart 3A). 5 -7% 10 +15% Note: Psionic Rating cannot go below zero because of this 6 -3% 11 +25% modification, but it can go over the usual limit of 11. 7 Normal

4. SPECIAL ABILITIES Dice roll No. of special abilities Consult the sub-chart immediately below to see how many 01-40 0 special abilities an alien has. Then roll on the main chart to 41-70 1 determine specific abilities. 71-85 2 86-95 3 96-00 4 Dice roll Special ability Notes Notes for Chart 4 01-20 None for this roll * — Note that 75% of all Aquatic beings and 25% of all Am- 21-25 Natural armor Roll 2D6 (no modifications) phibious beings have gills automatically. and consult Animal Wea- † — Applies only to energy weapons (lasers, etc.), of course. pons and/or Armor Chart, ‡ — Points taken from wounds come off these vampiric Traveller Book 3, page 32 points first. These extra points fade away after 24 hours. 26-30 Natural weaponry (Same as above) 31-34 IR eyes As per goggles EXAMPLE 35-38 LI eyes As per goggles We are about to create the inhabitants of the planet Yori in the 39-42 Ultrasonic hearing Hear high frequencies, nev- Regina subsector (Yorians). Its Universal Planet Profile is er surprised C360757 D. 43-45 Radar hearing Similar to bat; can “see” First, the check for Basic Type (Chart 1) yields a result of 34. by radar The planet’s atmosphere is 6, so we subtract 12 from the roll (2 x 46-50 Gills * Can breathe under water * 6), and its hydrographic percentage is 0% (Yori is a desert 51-52 High metabolism Plus 1-3 dexterity; needs to world), so the final result is 22, meaning that Yorians are reptili- eat often an in form. 53-54 Low metabolism Minus 1-3 dexterity; plus 1 Next the roll for Basic Shape (Chart 2) yields a result of 53. endurance; needs to eat This is not modified at all, so Yorians are quadrupeds. A roll of less often 2D6 for speed results in a 6, meaning that Yorians move at 55-56 Shape changer See “Polymorph,” Chart 1 A normal speed, so they probably have two legs and two arms, 57-60 Natural telepathy Level 1-11 (2D6-1); no cost rather than four legs. 61-63 Natural clairvoyance Level 1-11 (2D6-1); no cost 64-66 Natural telekinesis Level 1-11 (2D6-1); no cost Following this, we check for size (Chart 2A). A 42 is rolled, so 67-68 Natural teleportation Level 1-11 (2D6-1); no cost Yorians stand about 170cm (5’8”) tall on the average. (Re- 69-70 Natural regeneration 1 point healed/hour; no cost member, 6 is subtracted from the actual roll to get a final result 71-72 Instant regeneration All wounds healed once per of 36, because the planet’s size is only 3.) day; no cost Next is the check for attribute modifiers (Chart 3). A roll of 77 73-75 Suspend animation As per awareness ability; no indicates that Yorians get two subtractions and two additions to cost their attributes. For each addition, there will be a DM of plus 4% 76-77 Energy absorber † Absorbs 1-6 dice of damage (DM of -7 for race, plus DM of +12 for tech level, plus DM of -1 per combat turn † for atmosphere), and for each subtraction there will be a DM of 78 Energy reflector † Reflects 1-6 dice damage -7% (DM of +4 for race, plus DM of -12 for tech level, plus DM of per combat turn back at at- +1 for atmosphere). tacker † 79 Laser beam eyes Fire as per Laser Carbine, The two rolls for additions on Chart 3A are 98 and 75, in- every 2nd combat turn creased to 102 (counts as 100) and 79 with DMs, and the two 80 Life force vampire ‡ Drains 1-6 endurance rolls for subtractions are 45 and 70, decreased to 38 and 63 with points per touch (hand or DMs. According to Chart 3A, we see that Yorians get (in order): claw), added to own total +4 intelligence, +2 education, -2 dexterity, and -2 social stand- 81-82 Ethereal form Able to turn “ghost-like” for ing. Thus, a Yorian’s UPM (Universal Personality Modifier) 1-6 combat turns once per would be 0/-2/0/+4/+2/-2. hour; invulnerable to attack Now comes the check for psionic modifications on Chart 3B. during that time An average IQ of 11 (7 + 4) gives a sizable DM of +25%. A 52 is 83-85 Illusion caster Create illusion of anything; rolled, giving a final result of 77, so Yorians get 1 added to their save vs IQ on 2D6 or believe base Psionic Rating. it (with ref-imposed DMs) 86-87 Mind controller Can control one other crea- Finally is the check for special abilities on Chart 4. A 63 is ture, if alien’s IQ is higher rolled, so Yorians have one special ability. Then, a roll of 65 and victim fails a save vs. IQ indicates that this special ability is natural telekinesis. (2D6), up to one hour/day. Using the tables given here we have determined that Yorians 88-90 Charismatic empathy Instills peace in others; plus are intelligent, if somewhat clumsy and unpopular, reptilian 3 to reaction rolls (page 23, quadrupeds with high average psionic abilities and natural Book 3) telekinesis. They stand about 170 cm tall on the average and are 91-92 Unusual ability Ref’s and/or player’s choice probably fairly bulky judging by their race, planet of origin, and 93-97 Roll twice, ignoring results over 92 low dexterity. The referee can fill in any other details about 98-99 Roll three times, ignoring results over 92 these beings that players want to know, based on the informa- 00 Choose one ability listed here tion given here and common sense. 67 Dragon Vol. VI, No. 8 Runequest aid is big — and good Reviewed by Bill Fawcett

Griffin Mountain is billed as a com- plete wilderness campaign for Runequest. This is no exaggeration. The 200-page supplement is packed with more infor- mation than some role-playing systems contain in their entirety. Griffin Mountain’s complexity is more than mere length; it is by no means an introductory campaign. Familiarity with the Runequest system is essential. Be- fore attempting this campaign referees should read the Cults of Prax and Gate- way Bestiary, which explain concepts and critters referred to in Griffin Moun- tain. Players should also know the Rune- quest system. This is a middle level area and beginning players (and characters) should gain experience in more forgiv- Finally, and thankfully, a three-page and are consistent with the earlier Glo- ing environments. Even a good player index ends the book. A fourth page con- rantha information available from Chao- with an experienced character is chal- tains smaller indexes of specific types of sium and other sources like Judges Guild. lenged and in dire straights fairly often. information a judge might need to look Runequest is different from other sys- The book begins with a short back- up such as Rune spells and maps. tems, and a direct conversion is difficult. ground of Glorantha, the planet where By sheer size alone Griffin Mountain But dozens of ideas here are worth read- Runequest is set, and a history of the city deserves a look. Besides its length and ing and adapting to any system. of Balazar and the Elder Wilds, where the truly impressive scope, the book is gen- If you are a Runequest player you may campaign takes place. All Runequest erally well written and clear to anyone not be able to resist this offering. If you items share a history that is interesting to familiar with Runequest. Many people, are new to Runequest it may prove a bit read; this is no exception. Next are de- places, and challenges are presented; all much for your character, but the back- tails about Balazar and its residents and fit nicely into the environment created ground alone makes interesting reading. leaders. The next chapter discusses the cara- vans travelling through Balazar. Besides explaining how they are equipped, a di- If you like SF and judges agram shows how one is arranged on the road. This chapter also gives several ex- Reviewed by Bill Fawcett clude shape, cyborg replacements, and amples illustrating how players interact general profession. This book has one of with the . Star Patrol is a science fiction role- the best treatments of cyborg parts (a la Chapter 6 demonstrates how players playing game set in the far future. Like all $6 Million Man), but even this is not very obtain information, ranging from out- role-playing game systems, a multitude extensive. Psionics are also included, right falsehoods and vague rumors to of tables and charts helps figure players’ albeit in only one page. very accurate facts purchased from reli- abilities and their actions. Like most SF As for player characters, the variety of able sources and researchers. This in- systems, Star Patrol is open-ended and NPCs that can be generated by this sys- formation can be the beginning of ex- strongly influenced by the judge’s deci- tem is limitless. One chart that virtually tensive adventures, and the next section, sions. This allows a wide range of possi- all science-fiction gamers will find ex- nearly 60 pages, describes the who, ble actions and scenarios, but can cause tremely valuable is called simply “Aliens.” what, and how of wilderness encounters. problems as well. It includes abilities and sources for sev- A variety of creatures, men, trolls and the Most activity occurs on planets, and eral dozen found in literature: Klingons, like are discussed, with information giv- the rules reflect this. Starship types and Groaci, Kzinti, Ythri, and even Wookies. en for both types (e.g. trolls) and a large ship-to-ship combat are included, but By each one is the author and a short number of individuals. With the latter, a most of the rules cover activities that description along with modifiers to fit section giving the personalities of all the take place on a planet or at least within them into the game system. With this you group’s members precedes the exten- the hull of a ship. After this the largest can find your merchant ship engaging in sive statistics used in play. The summary and most detailed sections describe phys- negotiations with a puppeteer or arm gives a lot of information in a short ical and mental abilities of the characters wrestling a Jinxian (a serious mistake). space, but the separation of the general and the skills they can develop. An array of tables describes weapons from the specific leads to a lot of page A player character can be human or and armor that range from the primitive turning. any of a dozen of alien races. The physi- (a dagger) to the sophisticated (heavy The eighth and last chapter includes cal attributes are Strength, Dexterity, blaster). Other tables allow you to de- 40 pages of “Points of Interest.” Many of Luck, Constitution, Personality (charis- sign the vital systems of a starship. these are small modules in themselves ma), and Mentality (which relates more Starship movement uses a vector sys- and include maps, descriptions of more to the ability to learn and adjust than to tem takes some adjusting to. Included individuals to encounter, and treasures. raw intelligence). Most characters should are the plans for a “Vector Ruler” to mea- These generally can stand alone and are be humanoid but the charts allow very sure movement. Ship-to-ship combat is all integrated nicely into the overall at- bizarre aliens if desired. Other character- of the missile and beam weapon variety. mosphere of the wilderness. istics that can be created or rolled in- Defenses run from “flecto chaff” to full- 68 February 1982 Dragon fledged deflector screen. This wide range TCS provides the framework for set- sassins was intelligent and useful, and of possible opponents in randomly gen- ting up a star navy campaign using ships nicely presented. Recently, PP offered erated encounters can cause serious designed according to the rules in High some new Traveller- products, including mismatches. The ratings for ships like Guard, book 5 of the Traveller rules, so Beyond and Vanguard Reaches. the USS Enterprise and the Hooligan are this rulebook, in its 1980 second edition, The booklets’ names are space sec- also included. is essential for use with TCS. High Guard tors, and the worlds of 16 subsectors in This leads to one of the two largest provides all the rules for designing ships, each are presented. Essentially then, flaws in this system (and incidentally in lists of components and a set of some- these booklets fulfill the same role as most SF rules). First, the range of topics what abstracted rules for deciding star- GDW’s own Spinward Marches, provid- requires judges to use a lot of discretion ship engagements. TCS helps translate ing a pregenerated area of the galaxy in modifying what is used. This is espe- this into a campaign. where adventures take place. The book- cially true where ships are taken from Each player gets a specified number of lets begin with background on the re- literature. Just consider what the USS credits (usually the amount granted in a spective sectors and explanations of the Enterprise could do to a ship small trillion, hence the name of the adven- codes and terms used. Veteran Traveller enough to be in a player character’s full ture) for constructing a squadron. Other players will note the expansion of the control. This is hardly a fatal flaw to the parameters are technological level, jump world characteristics code from Book 3; judge who wants a skeleton to build his drive performance, and pilot allowance. there are more stringent law levels, new universe around (it could be a fascinat- Given these limits, the players get out atmospheres such as methane and ra- ing place), but it will lead to a lot of their copies of High Guard and create dioactive, and some expanded diameter judgemental decisions during play. There their ships, using photocopies of the de- codes (code J is a diameter of 93,000,000 simply is a lot to cover when you are sign worksheets provided. miles, to accommodate a ringworld!). setting up rules to handle all that happens Once the ships are designed, the cam- The bulk of the books is devoted to sub- in the whole universe. paign begins, and the book addresses sector listings: planet name, characteris- Another almost generic fault of this the various factors that obtain in such a tic codes, short remarks, and trade indi- and most role-playing systems is the or- situation. A formula calculates planetary cators. General information on the sub- ganization of the rules. The table of con- revenues for use in building and main- sector as a whole is included, with that in tents helps, but all systems need a good taining squadrons and a construction Beyond more extensive. Maps are se- index. On the positive side, the rules are timetable explains the time needed to parate from booklets and fold out to clearly written and there is no more prob- turn out the desired fleet. The ongoing show the entire sector. Unfortunately, lem in finding a particular rule than ex- problems of refit, maintenance, repairs this method of presentation does not al- ists in most role-playing rulebooks. and refueling are provided for. One of low placing planet names directly on the Included with the basic rulebook are the basic foundations of Traveller limits map; players must rely on their listings to several scenarios, a set of ship plans for communications to the speed of star- pick out the names and characteristics a “Pioneer” class starship, some colorful ships. Thus, news of events in distant of a given world. cardboard cut-outs, and a large, num- systems takes weeks to arrive, creating The maps are fleshed out with interest- bered hex sheet, which is all that is ne- immense communication problems for ing library data sections at the end of the cessary to begin a campaign. commanders who must operate on in- books. Entries are made on pertinent If you are interested in SF gaming, you formation that is often weeks old. This shipping lines, important personages, will probably want a copy of these rules. factor is nicely simulated with a set of political bodies and alien races. The li- If you plan to start a campaign, they are elaborate rules for written orders. brary data in both books contains a host worth considering, for either a base or To help players along, a sample cam- of interesting ideas for aliens, political supplemental use, especially the liter- paign, dealing with the Islands Clusters groupings and the like. ature-based information. subsectors is detailed. Maps are pro- The authors attempted to merge their vided, as well as an extensive history. creation with GDW’s. The locations of GDW plans on using the Trillion Credit the sectors are given relative to the Adventure 5 Squadron concept as a regular tourna- Spinward Marches, and the history is the ment at major gaming conventions. Par- same as that provided in GDW products. ticipants will construct fleets according Aliens such as the Aslan and Varg, and from GDW to the rules before the convention and the Zhodani as well, appear in both Reviewed by Tony Watson then pit them against one another in books. New aliens also are introduced, Trillion Credit Squadron, Traveller elimination rounds. such as the Eslyat, a sort of water- Adventure 5 from GDW, takes a quite Trillion Credit Squadron was designed dwelling sub-race of humanity, and the different approach from its predeces- by Marc Miller and John Harshman. It Mal’Gnar, descendants of early Terran sors; rather than posing a tactical level sells for $4.98 and is available in most human stock transported and genetical- mission or adventure for a group of hobby stores or direct from GDW, 203 ly altered, perhaps by the mysterious characters, it places the players in the North Street, Normal, Ill., 61761. Ancients. All in all, some very interesting “role” of naval commanders designing, concepts. maintaining and maneuvering large fleets These play aids are nicely done and of starships. Interpersonal, character- well thought out, but are they neces- oriented role-playing is replaced by what More worlds, if sary? Subsectors are available from oth- is essentially a strategic space navy er sources, and one wonders if more are campaign. Ideas for integrating the cam- you want them really needed. On the other hand, I was paign with basic Traveller are given but able to pick up some good ideas for my touch the larger naval actions only tan- Reviewed by Tony Watson own campaign. gentially. This is not to say Trillion Credit Just like the DUNGEONS & DRAG- Beyond was written and designed by Squadron is not a good effort; to the con- ONS® game fostered a number of smaller Donald Rapp, while Chuck Kallenback II trary, the game carries on the high stand- companies that turn out accessories and authored Vanguard Reaches. The books ards GDW set with the Traveller line. game aids, GDW’s popular Traveller SF are 8½” by 5½” and number 29 and 26 However, its use for role-playing is limit- game also has its offspring. One of the pages respectively. Each sells for $3.50 ed, and players expecting something most promising of these little companies from Paranoia Press, P.O. Box 12614, like Twilight’s Peak will be disappointed. is Paranoia Press. Their Scouts and As- Fort Wayne, Ind., 46864. 69 Dragon Vol. VI, No. 8

70 February 1982 Dragon

Off the Shelf

Not a good book — a great book by Chris Henderson whom off against whom, and who will stand back and pick up the pieces? THE PRIDE OF CHANUR C.J. Cherryh Cherryh’s taut intergalactic drama has DAW Books $2.95 UE1694 an intriguing set of interwoven sub-plots. Occasionally, C.J. Cherryh takes a In snippets and asides, all of the stories’ breather. In these periods she does things strata are revealed in a jumble, forcing a little slower, a little differently than in the reader to puzzle out who can and the past. The pieces she produces at who cannot be trusted. Since Cherryh’s these times are good, but not fabulous: aliens and their motives are so often un- workman-like, readable, and interesting, fathomable by the normal human mind, but not great. No one can write a great this is no easy task. Unlike those of Doc book every time. Cherryh is smart enough Smith or Jack Vance, a Cherryh alien is not to strain to make every book great, more than just a creature with a different sometimes settling for being good. skin hue or a superficial morals trans- This time she is not good, but great. plant. She creates entire cultures, com- Once again, Cherryh pulled out all of plete with religions, games, ethical codes, the stops. A master of creating alien rac- and everything else a society needs to es, she presents six fairly interesting new function. This is not done in a burden- races under one set of covers. some way. Her books are fast paced, but The story is of Captain Pyanfar Chan- information comes more through osmo- ur and her crew. They are hani, a lion- sis than lecture. Indeed, parts of The like race of space-going aliens. The sto- Pride of Chanur move so quickly, with ry opens as their ship, the Pride of Dhan- such skillfully mounted tension, that the ur, is invaded by a scared and friendless reader must either put the book down to alien spacer. He speaks no known lan- take a break, or go back and re-read the Cherryh hits again ... guage; he is a biped, and obviously intel- passage for fear of having gone through ligent. His name is Tully, and he is no- it too quickly. thing any of them have seen before: He is The Pride of Chanur is a solid, well human. paced novel that should be at the top of Tully was captured along with his everyone’s must list. Although parts of friends by the kif, a ruthless species that the sequence on Pyanfar’s home-planet killed his friends and tortured him to are a trifle bogging, they do not disturb learn where they came from. The kif the overall flow. For the most part, The want to be the first to trade with the hu- Pride of Chanur is a great book to start ... Norman Gor’s us — again mans; first contact with another race the new year with. Nothing delivered in could ensure the kif an entirely new em- the first few months of this year is better. GUARDSMAN pire, one they could use to crush their neighbors. OF GOR But Tully escapes, finding the hani At least it’s over THE SIXTEENTH BOOK OF THE COUNTER-EARTH SAGA ship. The hani take him in and attempt to GUARDSMAN OF GOR John Norman JOHN NORMAN help him, not knowing who is after him or DAW Books $2.95 0-87997-664-0 why. Once they understand, their pride For those who revel in the adventures forces them to stand by Tully and the of Jason Marshall, boy hero, the big rest of unseen humanity. news is here: John Norman has finally And, although the premise sounds like written the 16th, and last, episode to his just another space opera, as anyone who popular and controversial Gor series. has ever read anything by Cherryh will “Last” might be too strong a word. know, it is far more. Cherryh has taken Similar material may be forthcoming another seemingly simple tale and evolv- from Norman under a different title — ed it into a masterful piece of literate with at least name changes for the char- science fiction. It is her special talent. acters or some such modifications. (In Cherryh stories are never simple. Like some of the Gor novels, the only readily many of her past works, The Pride of apparent change was adding an “I” or Chanur is heaped with multiple layers of “II” behind Marshall’s name). So, it may intrigue. Who is on whose side? Will oth- be safer to say that Jason Marshall’s sto- er hani join the crew of the Pride? Will ry has come to an end. other races stand with them? Who will Guardsman of Gor is designed for Gor side with the kif? What deals will be fans. Like a Lin Carter Conan story, it made by whom, and who will try to play drags on, battle after battle, until finally 71 Dragon Vol. VI, No. 8 the narrative calms down enough for the Anderson, unlike so many science fic- ing a number of the best fantasy stories story to officially be over — for a while. tion or fantasy writers, thinks not only in ever written. No better or worse than any of the oth- genre terms. He writes for everyone with This annual, while not covering the ers, Guardsman is now on your neigh- the nerve to try and understand what he same range of story types as last year’s, borhood stands. is really saying. The stories, collected is still a great grouping of top fantastic Rush right out. from a 20-year span of the author’s ca- tales, both whimsical and terrifying. Ste- reer, show a steady growth in his ability phen King leads off this volume with THE DEATH OF A LEGEND to tell adult tales. Anderson is a savage- “The Monkey.” It is a truly horrific tale Robert Adams ly mature writer, and The Dark Between about an innocent toy, a wind-up mon- Signet $2.50 0-451-11126-5 the Stars is one of the best collections of key stamped “made in Hong Kong” on In the same vein, but on an infinitely his work. the bottom, which becomes a playmate better scale, is the newest of Robert to evil. This is a top-notch King outing, in Adams’ Horseclan novels, The Death of WHISPERS III Stuart David Schiff both subject matter and style. a Legend. Many of Adams’ old puzzle Doubleday Science Fiction Next are a number of the most bizarre pieces are present, but as usual, none of $9.95 0-385-17162-5 stories of the past year, from Tom Disch’s the previous novels must be read to un- Stu Schiff has edited Whispers tale of five abandoned appliances that derstand the plot. Thinner than its pre- magazine for a number of years. It is plot revenge (“The Brave Little Toas- decessor by a good fifty pages, this is entirely his magazine, so he always does ter”), to a story of a modern day vampire nonetheless one of Adams’ best works. what he wants within its pages. What he who asks a psychiatrist for help adjust- As with most series, it’s unnecessary wanted since the start is good stories. ing to the changing world around him. to spend much time describing the latest Like so many of Suzy McKee Charnas’ installment — the work is either better or tales (this one a Nebula award winning worse than the rest. In the case of Nor- novella), ‘Unicorn Tapestry” is a highly man’s Gor books, things just seem to get improbable tale which reads more like worse and worse. With Adams and his yesterday’s news than wild imagining. Horseclanners, things just seem to get And, this is how most of the stories in better and better. any of Carr’s “Fantasy Annuals” read. A For anyone who has not read a Horse- shrewd judge of stories and their worth, clan novel, The Death of a Legend is a Carr has put together another winner. good place to start. It is a must for anyone who knows and loves the series, SCARLET DREAM C. L. Moore $20 as so many already do. Don Grant, Publisher 0-937986-42-9 Scarlet Dream is more than a col- THE DARK BETWEEN THE STARS lection of stories. It is an opportunity, Poul Anderson Berkley Books $2.25 and for many, a dream come true. 0-425-04291-X In 1933, C. L. Moore sold the first of her Collections. More of them are usually Northwest Smith stories to Weird Tales. around than the public knows what to do “Shambleau” was instantly recognized with. Since most claim to be the “best” of as a classic. Unlike much of what was something or other, how do you decide printed and passed off as science fiction what to buy, unless you plan to keep or fantasy in those days, “Shambleau” taking them all? was a story with real characters. It was a Surprisingly, one collection that is the story with a great deal more depth than best makes few such boasts on its wrap- anything else on the stands. More than per. The Dark Between the Stars is a bug-eyed monsters, it was a human tale; gathering of Poul Anderson’s space sto- one where the hero was not perfect but ries. More than simple adventures in the driven by less than perfect ideals; where brave out-there, these are subtle tales. (as in the real world) mistakes must be Even at his shlockiest, Anderson is a He rarely fails, the reason Whispers is paid for. It was also a huge success. master manipulator of human feelings. the top horror/fantasy magazine in the Each of these tales is an example of his country. Winner of the World Fantasy This was all the more amazing, for C. L. well practiced hand. Award, it undoubtedly publishes the best Moore is a woman, and women were not in American fantasy and horror stories. writing science fiction at the time. There is also no doubt that when Schiff Besides stories about her other con- skims the top layer of his magazine to get tinuing character, Jirel of Joiry (collect- the cream for one of his collections, the ed in a Grant companion edition entitled result is top-drawer stuff. Black God’s Shadow), Ms. Moore turned Going into the merits of each individu- out a number of tales featuring her al story is not important. The collection scrappy, sometimes stupid space pilot. itself is important — in this case very Don Grant took the ten best Northwest important. Whispers III is highly recom- Smith tales (picked by Ms. Moore per- mended reading. are Whispers II and So sonally) and bound them with ten full- Whispers I if you can find a copy. Good page, color illustrations by Alicia Austin. luck if you try. The book is a collector’s delight, and the first anthology of the Northwest Smith FANTASY ANNUAL IV Terry Carr tales. Although “Shambleau” was reprint- Timescape Books $3.50 0-671-41273-6 ed a number of times, most of these im- Every year Terry Carr gathers together portant stories were neglected until now. what he feels are the best fantasy stories available, combing the entire year for se- Scarlet Dream is a book long overdue. lections. Every year, he succeeds in find- Better late than never. 72 February 1982 Dragon

who might be encountered, may know the Portent is complete. For example, if Cleric the spell Magic Stone. the DM rolls (or chooses) 11, then the (Continued from page 7) 11th action (either a “to hit” roll or a Explanation/Description: The cleric Magical Vestment saving throw) will be the object of the can pick up any small stone (up to about (Conjuration/Alteration) Portent. This count is suspended for any three real inches in diameter) and place Level: 1 activity the figure might try to undertake a magic aura on it. The stone cannot Range: Touch to sidestep an ill Portent; i.e., only “to hit” already be magical; if it is, the cleric will Duration: 6 rounds/level rolls and saving throws made in actual instantly take 2-16 points of burn dam- Area of Effect: Self life-and-death situations count in this age. The stone can be thrown up to a Components: V, S, M tally. distance of 4”, taking into account any Casting Time: 1 round The cleric will use some random-gen- obstructions. It will be -2 to hit at any Saving Throw: None eration item as a material component range between 2” and 3” and -5 to hit at Explanation/Description: Via this spell such as dice, a spinning numbered wheel, any range from 3” to 4”. The cleric’s the cleric can turn his vestments into sticks, cards, tea leaves, etc. He will try to physical strength and dexterity do not magical armor equal to chain mail (AC “read” the significance of the material affect the “to hit” probability. Beyond 4” 5). The vestment cannot be worn with component’s prediction. the stone will lose its dweomer and im- any armor, Bracers of Defense, or any To determine the kind of Portent, the DM mediately fall to the ground. The stone type of protection item or spell. Thus, if rolls d6; an odd-numbered result indi- will be as a +1 weapon for all “to hit” the cleric is under a Bless spell, wearing cates an ill Portent and an even-num- considerations (for instance, creatures (not just possessing) a Ring of Protec- bered roll indicates a favorable Portent. hit only by magical weapons are vulner- tion, under a Protection From Lycan- The character should be told whether able to it), though it will not add that +1 to thropes scroll, etc., he or she cannot use the Portent will be good or bad, but not the chance to hit. Only the cleric himself a Magical Vestment spell: Nothing will when it will occur or how effective it will can throw the stone; if another character happen when he or she casts it. Howev- be. If an ill Portent is called for, the op- or creature touches it the magic is in- er, if the vestment is worn alone, it will ponent’s armor class will improve by the stantly lost. become +1 for all purposes for every four amount of the Portent, from 3 to 2 for The stone does 1-4 points of impact levels of the cleric up to a maximum of example. If a saving throw is called for on damage. If it does damage of only 1 or 2 +4. All magic cast at the cleric will entitle the action when an ill Portent takes ef- points to a spell caster it might not break the cleric to the appropriate saving throw fect, the spell recipient will subtract from his or her concentration if he or she is in of from +1 to +4. the die roll. If the Portent is favorable (for the middle of casting a spell. A single This spell can only be cast in the cler- the cleric or other beneficiary of the point of damage has a 30% chance to ic’s own temple or in a temple, church, spell) the opponent will worsen his or break concentration, and with 2 points of abbey, etc., including the cleric’s private her armor class, e.g. from 5 to 7. If a damage there is a 70% chance to break quarters, if he or she has a small, approp- saving throw is required on a good Por- concentration. A greater amount of riately consecrated (q.v.) altar in that tent, the spell recipient will add to the damage (3 or 4 points) will always break room. The cleric must be awake for the saving throw die. An armor class ad- concentration. Those with a magic re- vestment to stay magical. If the cleric is justment to an opponent only applies for sistance may apply it at once, and if that then Blessed or Cursed or in any way “to hit” determination for the recipient of roll is successful the stone does no dam- puts on magical protection, the vestment the Portent, and not for any other mem- age and will not break concentration. will lose its dweomer at once. Those bers of the party. The following spells and devices make wearing a Magical Vestment are immune The amount of the Portent will be a character immune to the effect of this to Magic Missile and Magic Stone spells rolled on d4, so that a bonus or penalty of spell: Shield, Protection From Normal (q.v.). Once the cleric sets foot out of his 1-4 will be added to or subtracted from Missiles, Protection From Magic, Minor or her temple, the vestment will lose its the Portent roll (for a saving throw) or Globe of Invulnerability, Globe of In- magical protection. the opponent’s armor class (for a “to hit” vulnerability, a Brooch of Shielding and Note: When in a temple or church, it is roll). Remember that only the DM knows a Cube of Force (the DM may include uncommon for a cleric to be wearing ar- which roll is the Portent roll. These spells other spells or items). mor or shield of any kind. Clerics do not tend to make characters brave or cow- The spell will enchant one stone per perform services dressed in armor and ardly, and are a genuine mixed blessing. application; the stone can then be re- shield. tained for as long as 6 rounds plus 1 Second Level round per level of the cleric. At the expi- Portent (Divination) Death Prayer (Invocation) ration of that time, the stone must be Level: 1 Level: 2 thrown or the magic is lost. When the Range: Touch Range: Touch stone is thrown, whether it hits or not, its Duration: See below Duration: Permanent magic is lost. Area of Effect: Figure touched or self Area of Effect: One corpse A cleric of at least 5th level can magick Components: V, S, M Components: V, S, M two stones with one spell. A cleric of at Casting Time: 1 turn Casting Time: 1 turn least 11th level can magick up to three Saving Throw: None Saving Throw: Neg. stones at one time. However, regardless Explanation/Description: Via this spell Explanation/Description: By sprinkling of how many stones a cleric might be the cleric attempts to tell something of holy water or unholy water (if the cleric is carrying, due to application of multiple his or another’s future “luck.” This luck is evil) over a corpse killed by an undead spells or because of being higher level, translated into “to hit” probability or a while chanting the spell, the cleric redu- only one stone may be thrown by the specific saving throw that will occur at ces the probability that the corpse will cleric in one round and no other spell some time in the future. The DM will roll rise as an undead at some later time. action will be allowed in that round. No d20 and determine which “to hit” roll or Further, it protects the body from the stone can be thrown in the round when saving throw will be the object of the spell Animate Dead that might be cast on the stone(s) is made magical. Note: Some Portent or simply take several in succes- the remains at some later time. organizations may forbid Magic Stones sion, up to a limit of 5, 7, 9, 11, or 13. The The corpse is allowed a saving throw as missile weapons for their clergy. Some player or the DM must note all “to hit” based on its level in life, but not to be druids, especially halfling (NPC) druids and saving throws of the character until better than 12 on d20 in any case, even 73 Dragon Vol. VI, No. 8

with modifications due to spells or magic Explanation/Description: Via this spell the adjacent stone wall, would not be items. Corpses failing the appropriate the cleric can tell if a creature is dead or detected. The cleric must chant the spell saving throw rise as the appropriate un- alive. Thus, it will reveal the subject of a aloud while holding his holy symbol in dead in the normal manner. If the saving Feign Death spell or someone in a coma the exact direction of detection, and may throw is made, the corpse crumbles into or death-like trance or state of suspended not turn during the five-round duration dust and be forever useless for any pur- animation. It will show that a figure en- to face in any other direction. Someone pose. This applies to the victims of wights, gaged in astral travel is still alive. Life can behind a door, for example, might hear wraiths, spectres and even vampires, in be detected in both plants and animals the cleric speaking the spell aloud. If the addition to ghouls, ghasts and other un- via this method. However, the spell’s cleric’s concentration is broken due to dead that “procreate” themselves. range will be reduced if as little as a one- taking damage or some other action, the While under the protection of the Death inch thickness of stone or wood comes spell immediately ends. Prayer, the victim cannot be contacted between the cleric and the subject of in- via Speak With Dead unless the caster of vestigation. In such cases, range is re- Holy Symbol (Conjuration/Summoning) that spell is of a higher level than the duced to only 1 foot per level of the cleric Level: 2 cleric who originally cast the Death for the first inch of thickness, plus each Range: Touch Prayer. If Speak With Dead is successful, additional inch or part of an inch. (See Duration: Permanent the protection is cancelled and cannot example below.) A metal barrier of any Area of Effect: Item touched be replaced. While under this protection, type totally blocks the spell. Mental pro- Components: V, S, M the victim suffers a -25% penalty to the tections or magic items such as a medal- Casting Time: 1 turn chance of success of a Raise Dead or lion versus ESP will totally block the Saving Throw: None Resurrection spell. Dispel Magic will not detection. Explanation/Description: This spell remove the protection, but Wish or Li- Example: A 5th-level cleric is 20 feet blesses a new holy symbol to replace a mited Wish will. The fact that the spell is, away from a two-inch-thick wooden cleric’s or her lost or damaged symbol. in fact, in place cannot be detected by door. He wants to know if there is life The new symbol, which is the spell’s anything less than Limited Wish or Wish. behind the door. His normal range would material component (and, obviously, is be 50 feet, but the door reduces the not destroyed in the casting), must be Detect Life (Divination) range to 32 feet: 20 feet to the door, two crafted of appropriate material (depend- Level: 2 feet beyond it (using 1 foot per level for ing upon the religion or deity in ques- Range: 10 feet/level each of the two inches of thickness), and tion) and must be of the proper shape Duration: 5 rounds 10 more feet beyond that. A living figure and design; i.e., the cleric cannot just Area of Effect: One creature must then be within 12 feet of the other pick up any item and make it into a holy Components: V, S, M side of the door and in a straight “line of symbol. The cleric may possess two Casting Time: 1 round sight” from the cleric. Thus, someone symbols at any one time. Saving Throw: None beside the door, and thus protected by The magic of this spell cannot be used

74 February 1982 Dragon to bless the symbol of any other deity, it double damage. Creatures of the Ele- cleric’s words, but they will not act on even another deity of the same pan- mental Plane of Air can dismiss the Dust them as if a Suggestion spell were cast. theon. If the symbol is to be given to Devil at will. The Dust Devil must remain When the cleric stops talking, the spell is another cleric of the same religion and within 3” of the cleric at all times. broken and the audience’s minds be- the exact same alignment, the benefi- When the spell is successfully cast, a come their own again. Any form of attack ciary must be present at the time of the small whirlwind is produced that has a on the cleric will instantly negate the casting of the spell and must hold the 5-foot-diameter base, a 10-foot top di- spell, as will any attempt by the cleric to symbol-to-be throughout the casting pro- ameter and stands 15 feet tall. Its winds cast another spell at the same time. cess. The holy symbol of a cleric will move at about 30 miles per hour. It can Those who make their saving throw radiate a dim aura of good or evil, but it is hold a gaseous form or gaseous cloud at will view the cleric as having a charisma not magic per se. Neutral clerics’ holy bay and can push one away, though it of 0 and will hoot and jeer, or they will symbols have no aura. cannot dispel or damage the cloud, up to pick up small objects and begin to cast the 3” range limit. Its winds are sufficient them at the cleric, possibly breaking the Messenger (Enchantment/Charm) to put out small campfires and torches, spell (50% likelihood for either action to Level: 2 as well as exposed lanterns and small happen). Actions of either sort cause Range: 2”/level open flames of non-magical origin. new saving throws for those who failed Duration: 1 hour/level In areas of loose dust, sand or ash, the their first save. It is very unwise for a Area of Effect: One creature dust devil picks up and disperses these cleric to preach about an opposing reli- Components: V, S, M particles in a cloud 30 feet in diameter. gion or the aims of a different alignment Casting Time: 1 round Those looking into the cloud cannot see than that of the audience, because that Saving Throw: Neg. beyond. Those in the cloud are blinded allows a new saving throw — at +5 — to Explanation/Description: By casting until getting out of the whirling dust. each listener at once. this spell the cleric can call upon a single This blindness will make them -3 to hit small creature of at least animal intelli- any target in hand-to-hand melee. Remove Paralysis (Abjuration) gence to act as his or her Messenger. Spell casting is virtually impossible in- Level: 3 Those animals that are “giant” versions side the whirlwind, whether some solid Range: 1”/level of other animals, or those with a measur- substance is caught up in the whirlwind Duration: Permanent able intelligence (3 or above) are im- or not. A spell caster in the whirlwind Area/Effect: 1-4 creatures in 2” × 2” area mune to the spell. The cleric, using some must make a saving throw vs. magic to Components: V, S type of food desirable to the animal, will cast any spell. If he or she makes the Casting Time: 6 segments call it to come to him or her (assuming it save, the intended spell may be cast, but Saving Throw: Neg. is within the range limit). The animal is reduced visibility might affect targeting Explanation/Description: This spell lets allowed a saving throw based on its hit if dust or sand or ash is present. If the clerics remove paralysis before the dura- dice; if it makes the saving throw it will spell caster fails the saving throw, the tion of the paralysis has expired and also not come and the spell is ruined. An spell is ruined and lost from memory. cancels Hold spells (Hold Person, Hold animal that fails the saving throw will Creatures from other planes of exist- Animal, Hold Monster). The Remove Pa- come to the cleric and will await his or ence are not affected by the Dust Devil. ralysis spell is stronger than Dispel Mag- her bidding. Those with magic resistance will cancel ic for this effect. By pointing a finger, the The cleric can communicate with the the spell and its manifestation upon the cleric can unparalyze a victim or victims animal to tell it where to go, but direc- Dust Devil’s contact with their bodies. within the spell range, if no physical or tions must be simple. He or she can at- magical barrier stands between caster tach some item or note to the animal, and Enthrall (Enchantment/Charm) and recipient(s). All victims must be it will move at its full movement rate to Level: 3 within the square area of effect. Each the place it has been told to go. It will Range: 3” victim gets a new saving throw vs. paral- wait at that location until the spell dura- Duration: Special yzation based on the victim’s level/hit tion expires. The would-be receiver of a Area of Effect: 90-foot radius of cleric dice. That saving throw is at +3 if one message from such a Messenger may or Components: V, S character or creature is affected, at +2 may not be looking for an animal or bird Casting Time: Special with two recipients, and at +1 with three as a courier, and may ignore the carrier. Saving Throw: Neg. or four recipients. If an intended recip- Once the spell duration runs out, the Explanation/Description: A cleric us- ient fails this saving throw, the duration magic is broken and the animal or bird ing this spell can bind and enthrall an of the paralysis doubles regardless of will go about its own business. The re- audience that can fully understand his or the cause of the malady. A subsequent ceiver of a message cannot communi- her language. Those of the cleric’s race Remove Paralysis cast upon such a crea- cate with the animal, except via Speak save at -4 against the power of the spell, ture causes 4-16 (4d4) points of damage With Animals or another similar means. those races that have bad relations with whether the save is succeeds or not. the cleric’s race save at +2, and all other Note: It is very evil to throw continued Third Level races do not adjust their saving throws. Remove Paralysis spells on a held or Dust Devil (Conjuration/Summoning) Enthrallment cannot occur to figures paralyzed victim to cause pain and dam- Level: 3 who are 4th level or higher, have more age. It is not a chivalrous way to kill Range: 3” than 4 hit dice (as a monster) or who someone in any case. Paralysis caused Duration: 1 round/level have a wisdom in excess of 15 (thus, by touch (as from a ghoul) cannot be Area of Effect: Special almost all clerics/shamen are immune to removed by Dispel Magic in any case. Components: V, S another’s Enthrall spell). The casting Casting Time: 3 rounds time and duration are variable: As long Water Walking (Alteration) Saving Throw: None as the cleric can keep speaking. No ef- Level: 3 Explanation/Description: Via this spell fect can occur until the cleric has spoken Range: Touch the cleric conjures up the weakest of air without interruption for one full round. Duration: 1 turn/level elementals. The summoned creature has Those who fail their saving throw vs. Area of effect: Creature touched only 2 HD, AC 4, move 18”, no effective the spell will treat the cleric as if he or she Components: V, S attack, and it can be hit by ordinary wea- has a charisma of 21 (just as a minor Casting Time: 6 segments pons. Magical weapons of any type cause deity). They will stand and listen to the Saving Throw: None 75 Dragon Vol. VI, No. 8

Explanation/Description: Via this spell, body of the cleric and all of his or her ly. Transmute Rock to Mud kills the cler- the cleric or a creature he or she touches, non-living gear (not to exceed 100 ic instantly and permanently. Stone up to the size of a ogre, is empowered to pounds in weight aside from the cleric in Shape will deal out 4d4 points of dam- walk on water as if he or she wore a Ring any case), he or she will be instantly ex- age, but the cleric can stay in the rock of Water Walking. The recipient of the pelled from the stone. without suffering further harm. spell may carry 500 pounds of material The spell lasts for 8 + d8 rounds. Dur- with him or her, over and above his or her ing that time the cleric may step out from naked weight. Weight in excess of 500 the stone the way he or she came into it. Negative Plane Protection pounds will cause the spell to fail within He or she may not exit from any other (Abjuration) 2-5 minutes. Thus, the person and that face of the stone; thus the spell is not Level: 4 which he or she carries might be in the similar to a Passwall or Phase Door. Range: Touch middle of a body of water when the spell If the duration runs out before the cler- Duration: 1 turn/level fails. Weight in excess of 750 pounds ic voluntarily leaves the rock, he or she Components: V, S, M cannot be carried at any time for even a will be expelled and will absorb 8-32 Casting Time: 1 round moment. (8d4) points of damage. In such a case, Saving Throw: None all carried items must save vs. petrifica- Area of Effect: One Prime Material Fourth Level tion or be turned to stone. If the cleric creature Meld Into Stone (Alteration) steps out of the stone before the dura- Level: 4 tion is expired, then items carried are not Explanation/Description: By holding Range: Touch harmed in any way. Artifacts and relics his or her holy symbol while casting this Duration: 8 + d8 rounds not meld into stone in the first place but spell, the cleric protects himself or her- Area of Effect: Special will stay behind. self from Negative Plane undead. He or Components: V, S, M While in the stone the cleric is aware of she partially opens a contact to the Posi- Casting Time: 7 segments time (but never knows the exact spell tive Material Plane. Saving Throw: None duration, which the DM rolls for secret- Explanation/Description: By holding a ly), but the caster cannot see or hear When the recipient of the spell is sample of the like stone as a material though he or she can smell and taste. touched by a Negative Plane undead component, a cleric can meld into stone The following spells aimed at the rock (shadow, wight, wraith, spectre or vam- within seven segments. He or she merely holding the cleric will harm the cleric: A pire), the positive energy will cancel the stands next to the stone (which must be Stone to Flesh will expel the caster in- negative aura to some extent and may large enough to accommodate his or her stantly, with the usual 8d4 damage, but prevent the draining of a level from the bulk in all three dimensions) and then items need not save. A Dig spell will do cleric or the figure he or she protected by blends into it. If the dimensions are not 8-64 (8d8) points of damage, and the touch. large enough to accommodate the entire cleric must save vs. death or die instant- The spell recipient gets a saving throw vs. death; if the save is made, he or she takes normal physical damage from the undead’s touch but does not lose one There’s more! level of experience. (If the undead drains Proud as we are of this issue of DRAGON™ magazine, we’re pretty two levels per touch, one level is lost pleased with what we’ve done in the past. And apparently, so are our instead of two.) The spell is then can- celled so that the next touch, if there is readers, because most of our back issues are sold out. We do have copies one, will be without benefit of a saving of some magazines for sale, including issues #45 through #57. throw. The undead creature will auto- If you’ve searched in vain for a copy of one of our early issues, the two matically take 2-12 (2d6) points of dam- BEST OF DRAGON™ volumes may solve the problem. These age when touching a protected charac- anthologies reprint the most requested material from our first four ter who makes the saving throw. years. Also sold by Dragon Publishing are: THE FINIEOUS TREAS- If the saving throw is failed, the cleric URY™ collection of adventures featuring the hero of our most popular or figure touched takes double physical comic strip; and DRAGONTALES™ anthology of original heroic fan- damage plus loss of the level as well (a tasy fiction and art. spectre or vampire would drain two lev- els as usual). Instead of absorbing points of damage, if the spell recipient’s saving SEND ME COPIES OF THE PUBLICATIONS MARKED BELOW. throw is failed the undead may add that (Please indicate the number of copies of each issue desired. Include $4.50 for amount (2d6) to its hit-point total, up to each copy.) its normal maximum.

— #45 — #50 — #54 —BEST OF DRAGON™ Vol. I — #46 — #51 — #55 —BEST OF DRAGON™ Vol. II All such Positive/Negative Plane con- — #47 — #52 — #56 —DRAGONTALES™ Anthology tact will cause a bright flash, and a — #48 — #53 — #57 —THE FINIEOUS TREASURY™ Collection thunder-like crack of sound will be heard. — #49 No damage is caused by the flash or Send check or money order to: sound. The protection will last for one DRAGON PUBLISHING turn per level of the cleric or until the cleric touches a Negative Plane undead. DIVISION OF TSR HOBBIES, INC. P.O. BOX 110 The spell will cause the cleric to ex- LAKE GENEVA WI 53147 plode (instant and irrevocable death) if he or she dares to cast it while on the Negative Material Plane. The spell will Allow four weeks for delivery. Prices include $1.50 over cover price to pay for postage and handling. not function at all on other planes of ex- istence besides the Prime Material. 76 February 1982 Dragon

and armor. To quote the DMG, “Most swords of magical nature shed light when drawn from their scabbard,” and “For game purposes all magical armor should be considered as being virtually weightless — equal to normal cloth- ing.” I think it is much more interesting if, when players find magic weapons or armor, they do not know immediately, whether by seeing if it glows or how heavy it is, that it is magic. The players in my campaign, whenev- (Continued from page 4) er they discovered something that may be great game. So, I understand, is the high-level universally recognized rules, then the “play magic, would shout simultaneously, “Does it version. Of course they appeal to different whichever way you want to” argument would glow?” I quickly became bored with this, and temperaments. Mr. Luna (Out on a Limb, hold up. have playtested and been very successful issue #52) prefers the high-level version, while I suppose we’d be willing to let well enough with the following “rule”: Not all swords that Mr. Fox (#55) has a temperament better suited alone if the low-level people and the high- glow are magic, and not all magic swords to the low-level version. Your editorial policy level people stayed in their own worlds and glow; and not all armor that is extra light is seems to favor the lower levels, probably be- didn’t intrude on each other: The trouble is, magic and not all magic armor is extra light. cause Mr. Gygax and TSR invented the low- they don’t. When a high-level DM tries to This is accomplished by placing enchant- level version, and the high-level version is moderate a group of low-level players, or vice ments on magical and non-magical items, “just” an offshoot which you still regard as an versa, the result is friction and animosity, and such as a perfectly normal sword with a Con- aberration and not the legitimate variation it ultimately the breakdown of the playing group. tinual Light spell on it, or a magical suit of is. (Or is it just that you don’t receive manu- That, more than anything else, is what we’re plate mail that appears normal until struck in scripts on the high-level version, and, as you trying to prevent and avoid. battle, when it displays its magical properties. often say, you can’t print articles that nobody Your assumption about why we don’t pub- I find it much more interesting when players writes?) lish manuscripts on the “high-level version” is have to cast spells, use devices, or even hire May I urge you to close your letters pages to essentially correct: people apparently don’t NPCs to find out if their treasure is magical. this pointless slurring of two good games by write that sort of manuscript. And that’s just Nathan Brown those who prefer one over the other? They are as well, because as far as we’re concerned, Newark, Del. two different games, two legitimate games, the “‘high-level version” isn’t a game. KM Nathan has the right idea: Whether or not and two good games — and that should be all you agree with the particulars of his “magic” there is to be said on the question! proposal, and whether or not you agree with Ralph Sizer Wayne Langguth’s saving-throw system, is Providence, R. I. ‘Helping DMs’ immaterial. This letter, and Wayne’s letter be- fore it, can at least be used as food for You deserve credit, Ralph, for trying to set- Dear Editor: thought. And if only one DM is stimulated to tle this question diplomatically. And we’re Regarding Wayne A. Langguth’s letter in think of some way to improve his game in a often tempted to do as you suggest and cut off issue #55 of DRAGON: Great idea! similar fashion, then the space we used to debate on the subject. But that doesn’t solve I don’t mean his suggested method for sav- print the letters was space well spent. — KM the problem. ing throws under certain conditions, for it is I can’t speak for Mr. Gygax or TSR, and I up to every DM who reads it to decide whether wouldn’t presume to try. But if I were to try, I or not it is a good idea. I mean the idea of would probably say something like this: helping other DMs on sections of the rules Mr. Gygax and TSR didn’t invent the “low- that were either forgotten, not thought of, or level version” of the AD&D™ game — they purposely left out of the books to avoid un- invented the game itself, and there is only one neccesary complication. Many parts of AD&D version of it. The AD&D game has rules and are vague and seem to be missing semi- regulations, just like softball or poker or any essential parts, notably, in this case, saving other game, and people who play the “high- throws that player characters should not im- level version” (if I understand your definition mediately know the results of. Every DM must of the term) aren’t playing by the rules. Okay, fill in these gaps with his or her own rules, but maybe there’s no harm in rolling up and nobody could possibly cover them all. So, it is equipping a party of high-powered player a great idea to make public some tried ideas, characters for a special purpose, to enjoy a so that DMs can use them in their campaigns one-shot adventure or a commercial module if they like them or discard them from their prepared specifically for super-characters. memories if they don’t. But players involved in a long-running cam- Here is my idea, and I hope that other ideas paign (which is the best way to get the most will follow to benefit all DMs. One fault in the out of the AD&D experience) should not be game is the detection of magic in weapons allowed — and should not even desire — to start off with characters that have six-figure experience point totals and enough magic items to set up their own store. Your observation about different kinds of softball and different varieties of poker is a valid one, up to a point. But neither type of softball is higher or lower in “level” than the other, and likewise for the various sorts of poker. If there was a version of softball that allowed both teams to start every inning with the bases loaded, and counted singles as though they were home runs, then you’d be able to compare high-level softball and low- level softball. If there was a type of poker where everybody anted up their life savings and you needed four kings or better to open, then you’d be able to discuss the relative mer- its of high-level and low-level poker. If these types of softball and poker did exist, and had 77 Vol. VI, No. 8 February 1982 Dragon Dragon Vol. VI. No. 8

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