D RAGON 1 Vol.VI,No.11 May 1982

Publisher...... Jake Jaquet Editor-in-Chief...... Kim Mohan Editorial staff ...... Bryce Knorr We have a couple of pieces of informa- George has already lined up new fic- Marilyn Mays tion to pass along this month, which may tion from Robert Silverberg, Barry Malz- Gali Sanchez not be “news” by the time you read this, berg, Gene Wolfe, Richard Lupoff, Ron Sales...... Debbie Chiusano but which certainly falls within our re- Circulation ...... Corey Koebernick Goulart, Robert Adams, Lisa Tuttle, Office staff ...... Cherie Knull sponsibility to report in as accurate and George R.R. Martin, and Jack William- Roger Raupp timely a fashion as possible. son; a regular column by Silverberg; in- Contributing editors. . . . Roger Moore In a press release dated March 31, terviews with R. A. Lafferty and A. Bert- Simulations Publications, Incorporated ram Chandler . . . and a few surprises. (SPI) announced it had reached an agree- There wasn’t time to get a subscription This issue’s contributing artists: ment with TSR Hobbies, Inc., whereby ad for AMAZING into this month’s issue Susan Collins Harry Quinn TSR had initiated a legal and economic of DRAGON™ Magazine, but those of Steve Peregrine Jack Crane chain of events to purchase SPI. As part you who just can’t wait may subscribe at Roger Raupp Mary Hanson- of the agreement, TSR will undertake the Bruce Whitefield Roberts the rate of $9 for six issues or $16 for Paul Sonju Phil Foglio distribution of SPI products in the Uni- twelve issues. AMAZING is currently Jim Holloway Dave Trampier ted States and Canada. Kevin B. Blume, published quarterly, but we’ll be going to TSR Hobbies’ Chief Operating Officer, bi-monthly soon, and subscriptions will DRAGON Magazine (ISSN 0279-6848) is pub- has assumed the presidency of SPI. be adjusted accordingly. 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2 MAY 1982 on’t let the guy on the cover give you too much heat and “The Gods of the Gnomes” drives the point home even — he just does this sort of thing on weekends to more firmly. pick up a little extra money. The real wizards are the The next time your group wants to play “Cowboys and Indi- writers and artists who filled up the inside of this ans,” send in the “Little People of the Iroquois,” portrayed in magazine, from EGG to Tramp and everyone in Conrad Froehlich’s article. These legendary -like creatures between. The cover painting is the creation of Susan Collins, should fit especially well in a campaign one using an American whose work also appeared on the outside of issue #51. Indian mythos. If you feel the same way, fine. If you don’t, then The center 12 pages of this month’s issue is taken up by you can Sioux us. Quest for the Midas Orb, an adventure created by Jennie Good For the second issue in a row, we’re able to give guidance to which was, ahem, good enough to win third place in the AD&D™ TOP SECRET® agents direct from E. . New rules section of International Dungeon Design Contest II. for areas of Special Knowledge, plus a completely detailed new In the leadoff position, following two pages of “Out on a bureau for infiltrators, are featured in the column that starts on Limb” letters, is the third and last installment of cantrips, page 60. brought to you From the Sorceror’s Scroll by E. Gary Gygax. The latest edition of “Giants in the Earth” brings forth three These morsels of magic for illusionists are, like the magic-user more characters from the pages of fantasy literature, including cantrips that preceded them, slated for inclusion in an upcom- everybody’s favorite chauvinist, Tarl Cabot. A quartet of new ing official volume of new AD&D™ rules. And, as the Sorceror critters are featured in “Dragon’s Bestiary” but that’s nothing himself is wont to say, you Gentle Readers saw it here first. compared to the eighty monsters portrayed in living (in most We’ve looked at combat from one extreme to the other, in the cases) color on pages 52 and 53. That’s our way of giving you a form of a couple of “related” articles by Phil Meyers and Rory sneak preview of TSR’s new AD&D™ , which Bowman. The former describes a suggested new system for should be on the shelf of your favorite store by the time this conducting weaponless combat in an AD&D adventure. Notice magazine gets there. we said “new,” not necessarily “simpler.” If there’s a way to beat The “Dragon’s Augury” review section this month showcases somebody up and keep it simple, we’d like to know about it. The two games that, at first glance, seem to have nothing in com- second piece is something a lot of you have asked for, and we mon — Call of Cthulhu and Hitler’s War. But on second hope it fills the bill: statistics and descriptions for about three thought, wouldn’t Der Fuhrer have made a terrific Lovecraft dozen “weird” weapons, an unofficial expansion of the list in monster? Following the game reviews is a two-page section Off the AD&D Players Handbook. the Shelf, wherein Chris Henderson takes a critical look at Gnomes are the next object of scrutiny in Contributing Editor some of the newest fantasy and sf book releases. Roger Moore’s series of articles on the humanoid races and Last but never least, our comic section is a whopping five their deities. “The Gnomish Point of View” draws some clear pages long this time around—designed to make your month of distinctions between gnomes and their “cousins” the dwarves, May as merry as can be. — KM

SPECIAL ATTRACTION From the Sorceror’s Scroll — Cantrips for illusionists ...... 6 Quest for the Midas Orb — Prizewinning module Giants in the Earth: for AD&D™ characters ...... 35 Deucalion ...... 10 Tarl Cabot ...... 11 OTHER FEATURES Dossouye ...... 12 Without any weapons ... — Bare-handed combat ...... 14 Dragon’s Bestiary: Or with a weird one — Scarce and scary new weapons ... 16 Firetail...... 48 The gnomish point of view — Little guys in the limelight . . 28 Umbrae...... 48 The gods of the gnomes ...... 31 Light worm...... 49 New AD&D aid: Monster Cards ...... 51 Tybor ...... 50 The winnah: Father Time — New rules for RINGSIDE. .... 54 Dragon’s Augury: Jo-Ga-Oh: The little people of the Iroquois ...... 57 Call of Cthulhu ...... 70 Special knowledge & new bureau — TOP SECRET® tips . . 60 Hitler’s War ...... 71 Off the Shelf — The latest from literature ...... 74 REGULAR OFFERINGS What’s New ...... 76 Out on a Limb — Letters from readers ...... 4 Wormy ...... 78

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

D RAGON 3 Binders revisited and enjoy live role-playing games like KILLER ‘All levels’ would extend a special courtesy to those To the editor: “bystanders” and try not to get too spectacu- Dear Editor: Regarding your editorial about SPELL- lar or real in their weapons or scenarios. I have experienced both types of AD&D™ BINDERS in issue #59: Not only was Orisek Kevin Berg games, both as a player and as a DM. When I not the first company to think of easel-back Wenatchee, Wash. began playing four years ago, my DM gave binders, they were not the first adventure one-tenth (yes, one-tenth) experience points game company to do so. Flying Buffalo Inc. earned to characters. He gave none for trea- was selling the same product for 6 or 8 sure. In one night, my 1st-level magic-user months before Orisek came out with theirs. Bows and errors didn’t participate at all, expect for taking up Anyone can get them printed up by the binder space. people if he is willing to buy at least 250. Dear Editor: My second DM started me out with a very But you are exactly right about the small While my archery is a bit rusty, I would like good ranger. He advanced fairly quickly. press run problems. We sell our binder for to comment on Carl Parlagreco’s article that Since then he has explored countless dun- $10, and we don’t make enough money on appeared in issue #58 of DRAGON Magazine. geons, wildernesses, cities, and planes of ex- them to keep them in print. We probably won’t He and Robert Barrow both brought out some istence. I still have him. That early campaign have them redone when the current batch is valid points about accuracy at various ranges, was one of the most enjoyable I have ever sold out. (Ours are bigger than the ones Laur- and the varying draw strengths of bows, but I experienced. en bought for $4, however.) And I’ll believe disagree a bit with Carl. He suggests that the After speaking with many players and DMs, that $4 price when I see it. I have seen such damage from a weaker bow should be less. I have come to the conclusion that the best binders advertised for $8, and the Michigan From actual experience (although not a lot), I possible campaign would include all levels of Gaming Group sells theirs for $10, as we do. have found this not to be true, as I have hunt- play, from first level to the point where char- Rick Loomis ed deer with a 30-lb. bow and have done a acters are no longer challenged by anything Flying Buffalo Inc. great deal of damage; in fact, one of my ar- less than a demigod. No one will deny that Scottsdale, Ariz. rows went completely through a deer and there are more high-level monsters for a party came out the other side from a range of to encounter, or that these monsters are around 50 yards. We never did find the arrow, much more interesting. Which would excite though we did return with the deer. you more, hacking up or slinging fire- ‘Quite a shock’ There is also a minor point neither Carl or balls at a mind flayer while dodging psionic Robert mentioned. Just as bows are made of blasts? Dear Editor: varying strengths, arrows are made in differ- Another question: If characters should not I was shocked to read Mr. Jaquet’s article in ent draw lengths. Mine are two inches shorter advance beyond sixth or eighth level, why are Dragon Rumbles in issue #58 of DRAGON than my husband’s, and if he were in a hurry there provisions for 29th-level magic-users, Magazine. I have been an “administrator” for and accidentally picked up one of mine and meteor swarms, hammers of thunderbolts, ar- KILLER, a live role-playing game, and have drew it to his normal position, it would fall off tifacts, and quivering palms? Why is there no found it enjoyable and somewhat interesting, the bow or he would shoot himself in the upper limit in advancement? If Mr. Gygax had on my part anyway, to see how the players hand. Differing arrow lengths should increase intended a lower-level game, why did he write actually conducted themselves. We held our the possibility of fumbles. this into the AD&D game system? game at Wenatchee High School, where ev- Isn’t it about time someone put together a The object of the game is unquestionably to eryone who played attended. We had fun and weapons manual something on the order of “role play.” If you actually follow any align- terminated our two-week-long game without the or the ? I ment, you will be obligated to increase your injury, loss, or incident. must confess that I am much more familiar power, so you will be better able to further the It appears that Mr. Reagan’s game party with crochet hooks than voulges and fau- ends of your alignment. The closest thing to was a bit too imaginative. Though I enjoyed chards, and it is inconvenient to thumb “winning” in the AD&D game is acquiring lev- playing KILLER, I do agree with Mr. Jaquet. through a pile of magazines looking for in- els and powerful items. Cutting them (charac- Things can get out of hand resulting in injury formation when one of my characters is re- ters) off just before these goals are attained is or loss. The incident in California is an exam- duced to using a strange weapon in the mid- robbing them of much of the fun possible in ple of this. It is incidents like this that give true dle of a battle. Sure, I can roll for damage the game. At least let them have a taste of role-playing games a bad name. Especially (without knowing all the details of the weapon power. When that gets old, begin the cycle for those who don’t completely understand being used to do the damage), but I’d really anew with first-level characters. the role-playing game, like my mother. Every- like to know more than that. Sean P. Healy time an article is published about a role- I also enjoyed Roger Moore’s articles on Wichita, Kan. playing game, like the California incident, dwarves in that issue. About the only time my she’s got to remind me of how dangerous it lady dwarf mentioned the god Budwizr (or can be. (I think I did sprain my hand one night, was it Koorz?), was when she and a gnome ‘What an issue!’ though, while attempting to throw two dice took refuge with their dinner under a table simultaneously.) during a pie fight by the rest of the party (an Dear Dragon: Anyway, we’ve discontinued KILLER be- NPC started it!). But that was aboard ship on a I was about to write you about issue #57 and cause of lack of interest and have dug into long ocean voyage, and I forgave her for it. how excellent it was when the mailman more interesting games like Traveller and Carol Bruce plopped #58 on my doorstep. What an issue! ™. I hope those who play K.I. Sawyer AFB, Mich. With Minarian Legends and Simulation Corner

4 MAY 1982 gone (I will shed no tears), all of the “regular” If Holy Symbol doesn’t radiate magic, then game began as a miniatures game, I might AD&D™ features can be had in one issue. why is it a spell? If it was modified, “Holy point out), and in the church/temple to per- Leomund’s Tiny Hut produced some much Object,” I’ll call it, then possibly it could do form certain functions. In the dungeon it is needed clerical spells, official or not, which slight damage to opposing alignments, or more difficult to apply. However, our 8th and have been overlooked in the Players Hand- help turn undead. 9th level cleric has a band of followers and book. Remove Paralysis is one of these, for The Dust Devil is so weak a M-U could sic might have four of them with him/her in a now a ghoul’s touch and a carrion crawler’s his familiar on it. It ought to be at least resist- dungeon. In any case, using Combine is a swipe aren’t permanent conditions. ant to normal weapons (-1 damage). function of encounter distance where com- The highlight of the issue came from a small Enthrall is a great spell, especially for NPC’s bat/melee is involved. Turning undead that source: dwarves. Roger Moore’s articles on and old-time gospel preachers. However, if you can see coming is a very good use for the dwarvish magic items and dwarven deities someone makes a saving throw, why should Combine spell. Raising a cleric by 1 to 4 levels were superb, and had all of my schoolmates they hoot and jeer? They ought to just make a means that undead that might not have been rushing to grab a look. normal reaction roll, with -25%, perhaps. turnable now are. Furthermore, it might mean The only gripe I have is with Robert Bar- Remove Paralysis would be a great spell if it that some undead can now automatically be row’s look at archery. His “to hit” system is were more straightforward. I would suggest destroyed where they could only have been fine except for one thing: no provisions for that an unsuccessful removal does not double turned before hand. This spell is just dandy levels. As far as I can tell, according to his the duration, and that multiple castings have for Commune spells and other divinations as system, the chance of hitting a particular simply no effect. well. The spell cannot be used offensively, as target stays the same no matter what level the Meld into Stone should have a variable du- stated in the spell text. wielder is. This goes against the concept of ration, like two rounds per level, plus a d8, Endure Heat and Cold can have limits the game—the idea being to rise in levels and else high-level clerics wouldn’t use it. changed if you wish them changed. I don’t become more powerful. In his striving for real- In no case, in my opinion, should Negative feel clothing affects the spell at all. If you are ism, Mr. Barrow forgot to keep playability Plane Protection, which surrounds the recip- hit by a damage spell, the Endure spells afford alive, a problem often found in role playing. ient with positive energy, give hit points to a no protection whatsoever — that is what Res- Mark Cutter Negative plane creature. ist Fire and Resist Cold are for. Anaheim, Calif. A couple more suggestions concerning Magic Stone has not been considered very clerics, not related to the new spells: In my long by Mr. Hettchen. What if the beast can opinion, there is too large a gap between first- only be hit by magic weapons and the cleric and fourth-level cures. What is needed is a has none? Note that the stone(s) can be mag- Spells not swell? second-level cure spell, since the third-level icked and put away for 6 rounds plus one spells already have some curative effects. A round per level of the cleric. Thus, the cleric Dear Editor: second-level cure should cure something like has a magic weapon at hand if needed in that I have read Len Lakofka’s article, “Beefing 2d4 plus 1. That is enough to fix minor injur- short time span. What happens to a cleric who up the Cleric” (issue #58), and I was disap- ies, but not enough to save even a first-level is locked in jail and is guarded by a gargoyle if pointed. The new spells showed much prom- fighter who’s mortally wounded. he/she has no magic weapon whatsoever? ise, but many of them contained flaws which Another spell that would help improve game Many DMs do not allow clerics to throw ruined the spell. Some of the spells were not balance would be Detect Curse (third level?). stones at all, but might allow it under the guise useful to adventurers. Also, many of the spells It ought to cost around 100 g.p. per casting, of a spell. Clerics cannot, by the way, use were concentrated into levels that don’t need but it should detect any cursed item, except slings. Magic Stone range is: “Line of sight up more spells. A few of the spells were ineffec- artifacts. The cost should discourage overuse. to 120 feet.” tive, due to long casting times, or to too many Last, I feel that one existing spell should be Detect Life, as written, can attract attention limits on them. changed: Chant. How can a cleric know one but it can tell the players if something alive is Spells which are not useful to adventurers turn in advance when he is going to be at- beyond the next door. Its main use is to tell don’t hurt the game, and can even add spice tacked? Augury? It ought to take about one who is alive that appears to be dead. It has to NPC’s. Most of the Ceremony spells are like round to cast. battlefield uses to see who is “playing pos- this. Players never need to marry anyone in a Will Hettchen sum” among the dead and wounded. dungeon, and only rarely consider marriage Ellicott City, Md. A holy symbol must be properly blessed to elsewhere. When these spells are put in the be usable by a cleric. This does not make it new manual, you should answer these ques- magic, per se. Every symbol must be so tions: Why should an evil cleric prevent un- Len Lakofka’s reply blessed or it is of no value to a cleric. dead in a cemetery, and what is the probabili- Dust Devil is to be used in sand dunes or ty of undead rising in unconsecrated ground? To the editor: where there is much loose debris. It is not a Combine is another impractical spell. I Mr. Hettchen’s letter points out the fact that fighting monster. It is quite good to inhibit cannot imagine a party with five clerics. Two he plays much of the AD&D game in the laby- adverse spell casters. By the way, any spell is usually pushing it. In one melee round, any rinth. However, clerics do not live by killing caster who would send his familiar into a dust undead could make mincemeat of Combining alone! They are allowed, upon becoming 9th storm is asking for troubles of many kinds. clerics. The spell is suicide, offensively. I can, level, to create a stronghold and can gather a Enthrall makes them hoot and jeer because however, envision NPC clerics at a temple band of followers if they set up a place of that’s the way I wrote the spell. combining to cast resurrections, etc., for a worship at 8th level. With this in mind, let’s Remove paralysis is straightforward. It al- healthy fee. look at Mr. Hettchen’s letter. lows one to remove spells like Hold Person or Endure Heat or Cold is a useful spell, al- As fate would have it, one of my player paralysis by ghoul touch at a range of 30 feet though 120° F. is a little low; perhaps 140° characters did take the Ceremony of Marriage per level of the cleric. The double duration is a would be more in line with the -20° lower into the dungeon! He insisted on marrying his double-edged sword. The damage allows extreme. If you wore clothes, would that ex- true love where he found her — tied to a wall chaotic evil clerics to combine Hold Person tend the range further? How much damage and about to become an important part of a and Remove Paralysis in an interesting way. does one take without the spell, with or with- goblin ritual. All kinkiness aside . . . Ceremo- Meld into Stone is of variable duration — out clothes? nies will earn money for the “place of wor- and why favor high-level clerics over low? Magic Stone is the worst spell I have ever ship” set up by the 8th or 9th level player I wrote Negative Plane Protection to make heard of. Who needs a spell that does a couple character mentioned above. I doubt if the the spell its own possible nemesis; the chance of points more than a plain rock? Just save player character wants to adventure the rest to “heal” an undead makes the spell more of a your spells for cures, and if you want to inter- of his/her life just to keep the church he/she gamble for the cleric. rupt some M-U casting a spell, throw a normal has built “in the black.” I think Cure Serious Wounds should be rock or use a sling. In my campaigns, any An evil cleric would throw the reverse of third level and not fourth. However, the cleric damage done to a M-U ruins his spell. Consecrate Ground, let’s call it Desecrate is not just a hospital, he/she is also used for Portent could use a clearer way to avoid a Ground, where undead are likely to rise — fighting and for informational spell value. bad portent, or else no cleric would use it. perhaps one extra skeleton or zombie would Detect Curse has a lot of merit, but a gold Detect Life is another bad spell. It is so be guaranteed. Thanks for the suggestion! piece cost may not be the best way to dis- limited it is of little value to adventurers, and, Combine is not impractical at all. It is very courage overuse. A temporary drop in consti- worse yet, noisy enough to attract wandering good in two major situations: battlefield play tution, as with Identify, is likely a bit better. monsters, or alert the inhabitants of a room. where armies meet one another (the D&D Len Lakofka

D RAGON 5 Person: 2-5 Personal: 2-5 Haunting: 5-8 Special illusionist cantrips No. Minor Illusion (5-8) 1 Colored Light 2 Dim 3 Haze 4 Mask 5 Mirage 6 Noise 7 Rainbow 8 Two-D’lusion Explanations and descriptions

Colored Lights When this cantrip is employed, the (Alteration) caster creates one or more globes of A of E: Special pastel light (cf. magic-users’ bluelight CT: ½ segment cantrip). A single globe of illumination 1 foot in diameter can be brought forth, or a pair of 6-inch-diameter globes, three 4-inch globes, or four 3-inch globes. The caster can cause these globes of light to be of any pastel color. Each will illumi- nate a radius around it equal to five di- ameters; i.e., a 1-foot globe sheds a 5- foot radius of radiance, while a 3-inch sphere of light illuminates only a radius of 15 inches. As long as the caster con- centrates upon the colored lights, the by Gary Gygax cantrip will remain active, and the globe or globes will float near or rest upon the ©1982 E. Gary Gygax. All rights reserved. caster, as he or she desires, within the 1” range. Globes can be moved back and By this time I assume that most of you Gentle Readers who forth, up and down, to and fro as desired. were devoted to AD&D™ gaming sufficiently to labor through The illumination from any of them will the last two columns will have begun employing cantrips in not cast reflections beyond 1”, and the your respective campaigns. If the results are like that expe- light shed cannot be detected beyond rienced in my own campaign, there will have been 3”. lnfravision and ultravision are not af- considerable zest added, for low-level magic-users are now fected if light is colored pale blue or pink, more than one-shot lurkers in the nethermost regions of the but other hues will disturb these visual party, and an initial attack spell roll with questionable punch no capabilities. The caster must speak the longer need spell trouble for the Prestidigitator, since four of color and number of globes desired, the best cantrips can be substituted for the first-level bummer! then speak a magic word (noma, mazda, It is also “pure” AD&D gaming, too, for the cantrips and rules etc.), while directing the globes with one for their employment will become part of the system much as or more fingers. they appeared here within a year or two. Meanwhile, Faithful Reader, you now have the edge on all those imprudent enough not to acquire DRAGON™ Magazine on a regular basis. Dim (Alteration) By means of a dim cantrip, the illusion- With magic-users seen to, it is time to take up the cause of A of E: Special ist causes a light source to become their more specialized cousins, illusionists This sub-class is CT: ½ segment weaker or the very air to become less not too popular in most campaigns, but that will change some- permeated by light rays. If light sources what when the game system expansion is published. That vol- are to be affected, about 6 torches, a ume will have many new and highly useful spells for illusionists. medium-sized fire, (such as in a fireplace Meanwhile, you will find that adding cantrips to their repertoire or a campfire), 72 candles, or even a light now makes the playing of illusionist characters immediately or continual light spell can be affected. more desirable. The cantrips for the sub-class are basically the same as those for magic-users of the standard sort. The main The dim cantrip will cause any of the differences are that illusionists generally have fewer of them, above light sources to at best shed only and they have an entire additional type of cantrip not known to half their normal radiance for one full magic-users. round. Torches will burn only as brightly Illusionists learn many of the same cantrips as do apprentice as candles, candles will but glow dimly, a magic-users, as indicated on the table below. They have, in fire will become torch-like in illumina- addition, certain of their own petty magics which they might tion, and all light spells dim to half their have learned. These special cantrips are likewise enumerated normal brightness. Affected light must below. Otherwise, all properties pertaining to magic-user can- be within 1” of the caster. He or she must trips apply to those employed by illusionists. speak a magical phrase (such as Bee Useful Cantrips: As magic-users, -3 Row Nout or Rhee-Oh Stat) and make a Reversed: 2-5 downward motion with one hand to ef- Legerdemain: 3-6 (d4 +2) fectuate the cantrip.

6 MAY 1982 Haze (Alteration) When a haze cantrip is cast, the at- A of E: 1” cube mosphere in the desired area of effect CT: ½ segment becomes cloudy, as if layered by smoke or filled with floating dust. Any creature attempting to discharge missiles or cast spells at a target screened by such a haze will be affected. The target is 5% harder to hit, so missile discharge is at -1 “to hit” and saving throws are at +1 (or one is given when otherwise none is al- lowed, although it is only a 5% chance to save in the latter case). Hiding in shad- ows is 5% more effective when screened by a haze cantrip. The hazy effect lasts but a single round. It must be cast over an area within 1” of the caster. Atmos- pheric conditions will destroy the haze if applicable — a good breeze, rain, etc. A gust of wind spell will immediately dis- perse the haze. The caster hums a mel- ody while the hands make passes before the body to effectuate this cantrip.

Mask (Illusion) A mask cantrip enables the caster to A of E: 1 person alter his or her visage, or the visage of CT: 1/6 segment whatever subject individual (human, demi-human, or humanoid) he or she chooses, by means of illusion. Ears, hair, head shape, facial features, and all such aspects of appearance are affected. The mask will only be detectable if a viewer peers closely or can detect illusion and does so. The effect lasts for 3-6 rounds. Noise (Illusion) The caster of a noise cantrip causes The caster touches his or her face, thinks A of E: 1” illusory sound of whatever nature he or of the desired features, and then speaks CT: 1I6 segment she desires, although it is indistinct and a word descriptive of the visage desired. confusing. Thus, he or she can cause a murmuring sound as if many voices were Mirage (Illusion) This cantrip lets the caster cause an speaking behind a thick door or at a A of E: 2 sq.” area to appear to be something other great distance, a rushing sound similar CT: ½ segment than it is. The mirage cantrip brings an to wings and wind combined, shuffling illusionary scene to cover the area. The and scraping as if many people were area must be relatively flat and feature- moving things or walking slowly but at less, and the mirage must be an actual some distant place, etc. All creatures place, in existence at the time, which the within the area of effect will be subject to caster has actually beheld. the cantrip, but each is entitled to a sav- ing throw. Success negates the noise A saving throw vs. magic is applicable. with respect to the individual. Range is The cantrip lasts for as long as the caster 1” for the cantrip’s radius of sound. The concentrates, although each round there caster points a digit at the desired area is a 5% cumulative chance that it will and then softly makes sounds imitative waver and reveal its true nature. Touch- of the noises desired. ing a mirage will instantly dispel the can- trip, as wiII dispel illusion or dispel mag- Rainbow (Alteration) By means of this cantrip, the caster ic. The caster must speak a word or two A of E: Special brings into being a plane of pastel colors descriptive of the mirage and then make CT: 1/3 segment which exactly duplicates a rainbow. He a single pass to cause the magic to be- or she can cause this 30-foot-long, 1- gin. It is maintained by concentration foot-wide band of color to arch into a alone thereafter. bowed shape, remain a ribbon, twist and

D RAGON 7 turn, etc. In any event, one end of the cantrips over the course of his or her apprenticeship. The Dun- rainbow must be within 1” of the caster geon Master must carefully review any proposed cantrip to when the cantrip is cast. The colors will determine if it is of suitable nature and power when compared glow softly and be visible even in total to existing cantrips herein. In no event is it possible for any (normal) darkness. If no motion is de- apprentice to have developed more than three new cantrips. sired, the caster may leave the vicinity of the rainbow. If motion is desired, the cast- Reading and recording cantrips er must control it by hand gesture and Since cantrips are magical, they must be read as would a remain within 1” of it. The rainbow will spell. Likewise, to record one in a spell book or on a scroll, the last for 1 round and then fade away. All same procedure is followed as in recording a spell. creatures failing to save vs. magic will Well, Good Folk, that completes the whole of known informa- gaze at the rainbow for 1-4 segments, 2-5 tion on the subject of cantrips. (During the course of the next if the caster keeps it in motion. Verbal year or so, more could be added, or some minor changes might component is a name of power (gar- occur, because the AD&D® game system is vital, but any altera- land, pegee-lee, etc.) while the fingers of tions will be immaterial to your use of cantrips in campaigns in both hands form a pyramid shape. the interim.) This brings us to the subject of the next few issues. Two-D’lusion This cantrip is virtually the same as a It seems as if I have ignored clerics, and druids too, but this is (illusion) phantasmal forces spell in most respects. obviously not the case. Neither profession can have cantrips, of A of E: 4 sq.” The caster creates a two-dimensional il- course, but they can have new spells! Len Lakofka has been CT: 1/6 segment lusion of whatever he or she desires. If kind enough to contribute his offices on the matter of new any viewer observes it from an angle of spells for both clerics and druids. Len sent me a thick sheaf of more than about 45° from its horizontal manuscript some months past, asking that I pass upon them, or vertical viewing axis, the nature of the amend or otherwise revise where necessary, and then submit illusion will become immediately appar- them for publication if I approved. Having myself undertaken to ent. It is dispelled by touch or magic expand the list of available spells for these classes, Len’s con- (dispel illusion or dispel magic). The il- tribution was most welcome. With his permission, I have done lusion is invisible from the side or the the alteration and revision necessary. (Editor’s note: The first rear. It lasts as long as the caster concen- group of those contributions to be seen by readers was the new trates upon it. To effectuate the cantrip, cleric spells presented in issue #58 of DRAGON Magazine.) the caster must speak a phrase descrip- Soon will begin a long series of columns under this heading tive of the illusion while making a circu- which will detail the current list of additions to the spell lists for lar motion with his closed hand. clerics, druids, magic-users, and illusionists. If this sort of material is meat and drink to you, I urge that you be certain not Other cantrips to miss any of the next several issues of DRAGON Magazine, It is possible that an apprentice will have developed other for there are over 100 spells coming! Until then....

8 MAY 1982 D RAGON 9 C. J. Cutliffe Hyne’s discovered the deception. He dared not stroying and covering the land and even- DEUCALION return to the capital, and prepared to flee tually the Sacred Mountain. The Ark was the continent. At the last moment he cast afloat, at the mercies of the winds 10th-level cleric, 18th-level fighter changed his mind and was put off ship in and the powers of the gods, to seek a ALIGNMENT: Lawful neutral a dinosaur-infested wilderness, else- new place for the last two Atlanteans to HIT POINTS: 137 where on Atlantis, to consider his plight. begin anew. Deucalion and Nais (treat ARMOR CLASS: 1 After several years of hiding out in the her as an 8th-level fighter) eventually NO. OF ATTACKS: 2 swamps, he was summoned by one of sailed into the world of AD&D™ adven- DAMAGE/ATTACK: 1-8 (+5) (sword) the last (and most powerful) clerics of turing aboard the wooden Ark. HIT BONUS: +2 the old Sun God religion to come to the The last hero of Atlantis is a tall and MOVE: 12” capital. There he found Phorenice’s ar- powerfully built man who will; at least PSIONIC ABILITY: Nil mies laying siege to the Sacred Moun- initially, use only a shield in his defense STRENGTH: 18/94 tain, a great dormant volcano near the in battle. He is righteous, stern, just, and INTELLIGENCE: 15 city where the priests of the Sun God quite frugal. He maintains a stoic atti- WISDOM: 16 lived. Deucalion took charge of the de- tude toward life and accepts everything DEXTERITY: 16 fense of the mountain, and though vastly as the will of the gods. CONSTITUTION: 18/35 outnumbered his soldiers caused im- Deucalion is not given to any sort of CHARISMA: 18/86 mense casualties to the royal forces. foolish behavior, and may be considered immune to any form of will-force attacks Deucalion belonged to the Priest’s or spells, due to his lifetime dedication to Clan of Atlantis in the years just before his moral credo. He can also be a kind the continent sank beneath the waves. man, and greatly respects courage and He left his home to serve as the Viceroy fighting ability — even that of an oppo- of Ucatan, an Atlantean province, for 20 nent. In keeping with the custom of years until his recall. Upon his arrival Atlantean nobles, he is clean-shaven. back in Atlantis, he found the continent His love for Nais, even over and above torn by civil strife. A commoner had pro- his concern for the old gods, prevents claimed herself Queen of Atlantis, de- Deucalion from ever gaining another feated all rivals or cowed them into sub- level in clerical ability (and limits the mission, and was rapidly setting herself range of his wisdom). In the world of the up for “godhood” and absolute control AD&D game, Deucalion will be able to of the world. Queen Phorenice was also use the spells listed below, just as a nor- working to cast aside the old Sun God’s mal cleric would; he will, however, use worship, in which Deucalion remained a combat in preference to any magical at- steadfast believer. tacks, except for those spells that en- Deucalion could see that the queen hance his and Nais’ combat abilities was driving the nation toward disaster, (e.g., Bless, Chant and Prayer). It is likely but his sense of loyalty to whomever that Deucalion, wherever he lands, will ruled Atlantis caused him to obey her But all of this was in vain. On the Outer seek to make new converts to his religion and lead the battle against the rebellious Planes, the old gods of Atlantis were and establish a new post-Atlantean armies besieging the capital city. preparing judgement upon the land for kingdom. The turning point in Deucalion’s loyal- Phorenice’s excesses and for the peo- ties came when he rescued a rebel wom- ple’s turning away from the old ways. Clerical spells an from a gladiatorial arena. Her name Earthquakes and volcanic activity rocked 1st level (4): Bless, Command, Re- was Nais, and Deucalion eventually fell the continent. The aged priests sum- move Fear, Sanctuary. in love with her. Queen Phorenice was moned Deucalion and his rescued love 2nd level (4): Augury, Chant (x2), stirred to a jealous rage, and ordered Nais to the summit of the Sacred Moun- Know AIignment. Nais to be sealed alive inside a special tain, where lay a structure known as the 3rd level (3): Dispel Magic, Prayer (x2). vault. However, Deucalion managed to Ark of the Mysteries. The two were or- 4th level (3): Detect Lie (x2), Divination. get into her hands a special magical de- dered aboard the Ark and told they were 5th level (2): Commune, Flame Strike. vice that she used to place herself in alone to be spared the final destruction suspended animation, keeping herself of Atlantis. Though Queen Phorenice BIBLIOGRAPHY: The Lost Continent alive while she awaited her eventual herself managed to reach the summit (paperback, Ballantine Books) by C. J. rescue. and the Ark just before the end, the Cutliffe Hyne. Later, when routing the rebel armies, group of priests kept her at bay. Deucalion learned that Phorenice had The sea rose up in great waves, de- Written by Roger E. Moore

10 MAY 1982 John Norman’s disgraced warrior, the village chief gave If Tarl encounters male player charac- TARL CABOT Tarl as a slave to Telima, a beautiful but ters who have fallen into slavery and are man-hating Rence woman, who used bearing their lot bravely, there is a 30% 20th-level fighter him with studied cruelty. Under her ty- chance he will buy and free them. They ALIGNMENT: Lawful evil ranny Tarl’s misogyny — always just be- may either go their own way or join Tarl’s HIT POINTS: 140 neath the surface since, as an orphan, he piratical company. ARMOR CLASS: 2 was reared by an unloving aunt — came Unfortunately, Tarl Cabot’s generosi- NO. OF ATTACKS: 2 into full flower. ty does not extend to women. Since his DAMAGE/ATTACK: 1-8 By the time Tarl escaped the marshes, experience with Telima, he has distrust- HIT BONUS: +3 he was a changed man. By begging for ed women and regarded them as mere MOVE: 12” his life, he had lost his self-respect and sex objects. He has a lusty nature and PSIONIC ABILITY: Nil felt unworthy of the Caste of Warriors. keeps a large Gorean-style harem of STRENGTH: 17 His alignment permanently altered to slave girls, but has no female friends. INTELLIGENCE: 16 lawful evil, and he became a pirate cap- Because of Tarl Cabot’s prejudices, WISDOM: 11 tain in the wide-open delta city of Port female player characters must tread very DEXTERITY: 18 Kar. Seizing ships and slaves, Tarl soon lightly in his presence. Tarl’s reaction CONSTITUTION: 18 became one of Port Kar’s richest men (see page 63 of the Dungeon Masters CHARISMA: 17 and a leader in its Council of Captains. Guide) is checked initially, and again Despite his business, he continued to later if modifying factors come to play. Although he is an Earthling, all of Tarl serve the Priest Kings on dangerous Subtract 10 from Tarl’s reaction toward Cabot’s adventures have occurred on missions. In quieter moments, he enjoys any woman encountered or singly in a the planet Gor. Abducted to Gor by the a chess-type game called “Kaissa,” which group; subtract 10 more if the woman alien Priest Kings, Tarl was trained as a he plays well but not expertly. affects “male” prerogatives (e.g., adven- warrior and a Priest King agent. Despite Tarl Cabot is basically a loner. He has turing, warfare, combat); subtract 10 their supreme power, the Priest Kings embarked on many missions without more if a woman is rude or unpleasant to prefer not to intervene in Gorean affairs, any companions, although his charisma Tarl or his friends, and 10 more if a wom- except to limit man’s destructive tech- enables him to pick up helpers along the an is from Earth (these types particularly nology. Consequently, the political and way. He gets along well with fellow war- irritate him). If Tarl’s reaction to a wom- military organization of Gor is approxi- riors; with those who are less than his an (with modifiers) is 25 or less, he will mately on the level of the Hellenistic Age equals, Tarl is a generous patron, and his decide to abduct the woman (at the first of Earth. Except for the Priest Kings, men follow him devotedly. Some of his possible opportunity) 40% of the time. most of Gor’s inhabitants are descended retainers are recruited in an unusual To girls he enthralls, Tarl is stern and from humans kidnapped from Earth over way: On impulse Tarl will purchase and domineering, but he has never slain a the centuries. They are organized into free a likely-looking male slave, offering woman. Gorean slave girls are drilled in many city-states of varying power. The him the chance to join his company as a the arts of the dance, the harem, cook- many wars and raids between Gorean free employee. Most of the men recruit- ing, sewing and cleaning. His caveman cities provide “merchandise” for the Go- ed by him in this way are loyal unto approach has proven very effective, and rean slave trade, which flourishes all death. the female prisoner must save, as against over the planet. If Tarl Cabot is encountered, there is a a Charm spell, or fall madly in love with Tarl Cabot is a tall, fair-complexioned 50% chance he is alone. If not alone, him. man of athletic prowess. Unless dis- there is a 50% chance he is accompanied guised, he is easily recognized by his by 1-3 fighters of any alignment, of levels BIBLIOGRAPHY: Tarl Cabot is a cen- head of outrageously red hair. He has 11-20, and a 50% chance of 1-3 Gorean tral character in most of the sixteen (as never met his match with the short sword slave girls (25% chance for each that the of this writing) volumes of “The Chroni- or the longbow (+3 to hit with both, due girl is formerly of Earth). If Tarl defeats cles of Counter-Earth” by John Norman. to his unusual skill). He is also well an enemy warrior who has conducted Individual volumes of the series have versed in the crossbow, and can throw a himself bravely and who has not broken been published by Ballantine Books and spear through a ring the size of a dinner the codes of the Caste of Warriors, 50% by DAW Books. plate at 20 yards. Goreans have no horse of the time he will release his victim, cavalry, but they saddle and ride giant upon the promise to not oppose him any Written by Glenn Rahman hawks into battle. These birds are called longer. Tarl has a talent for detecting “tarns,” and tarnsmen are the elite of the treachery and 70% of the time is pre- Gorean Caste of Warriors. pared for it and cannot be taken by A talented spy, Tarl Cabot often infil- surprise. trates enemy groups. His acting skill and high charisma win him the trust of his foes. His daring also shows itself in bat- tle. Once he singlehandedly took on a fleet of slavers’ barges in a swamp, pick- ing off crewmen until the survivors left their prisoners behind and fled. Another time he fought fifty-five alert warriors by kicking out the only campfire and hew- ing at them in the dark. For several years Tarl Cabot served the Priest Kings as a lawful good adven- turer. At last, when crossing the marshes in the Delta of the Vosk, he was captured by the hostile Rence people. Threatened with an anonymous death in the wild, his will broke for the first and only time, and Cabot begged for his life. To mock the

D RAGON 11 Charles R. Saunders’ easily slew Nyima, and then went out to DOSSOUYE do battle with the Ashanti army. She blocked the weather-summoning and 7th-level ranger with assassin abilities lightning-casting powers of the Ashanti ALIGNMENT: Neutral good sorceror and turned the lightning back HIT POINTS: 70 upon him, destroying him. She then pro- ARMOR CLASS: 3 ceeded to rout the Ashantis, who with- NO. OF ATTACKS: 1 drew with heavy losses from her sword DAMAGE/ATTACK: 1-8 (+1, or +9 vs. and from the other attacking Abomeans. humanoids) [+6, or +14 vs. humanoids] Afterward, Dossouye fled Abomey to es- HIT BONUS: +1 [+6] cape the Leopard King, who now feared MOVE: 12” her power and wished to slay her. She PSIONIC ABILITY: Nil went north to act as a mercenary. STRENGTH: 17 Abomeans believe that they each have INTELLIGENCE: 15 three souls, and that two of these souls WISDOM: 15 are guarded by a special palm tree; Dos- DEXTERITY: 18/95 souye was told by Nyima before she died CONSTITUTION: 16 that Nyima had cut down her palm tree, CHARISMA: 14 technically making Dossouye a “dead” Information in [brackets] applies when person. This was another reason she left using Agwebe’s Sword. Abomey. However, unknown to her, she is protected by the spirit of Agwebe; this Dossouye was once a skilled ahosi protection makes her immune to any (female warrior) for Abomey, an African sort of soul-trapping or the like. Dos- kingdom at war with invading Ashanti souye’s palm tree has also (thanks to tribesmen. One day a short while before Agwebe) regrown to full strength. Though Dossouye returned Agwebe’s Sword to the cave before she left Abo- mey, there is a 25% chance that when she is encountered she will have it back, and will be on a special mission for the spirit of Agwebe. Agwebe’s Sword is a serpent-shaped weapon that radiates golden-white light even when not held. It functions as a +5 broad sword with the powers of Sharp- ness and Dancing in combat. It can also act as a Rod of Absorption, and gives the possessor 25% magic resistance. When held it dispels exhaustion on the holder with 12th-level illusionist ability. Dossouye will also have black leather a major battle was about to occur, Dos- armor, a shield, and one or two other souye was summoned before the Leo- weapons such as a spear, long sword, or pard King, ruler of the Abomeans, and dagger. She rides a trained and faithful questioned about a peculiar dream she’d war bull, equivalent to a bull of average had the night before. hit points from the Monster Manual. In the dream she was to seize Ag- Dossouye is a very tall woman, thinly webe’s Sword, a powerful magical wea- built but strong and very fast. Her skin is pon hidden in a distant cave. The sword indigo-black and she probably wears her was used by the first ahosi over a thou- hair short. In addition to her normal sand years earlier to defeat an army. The ranger abilities, she can use the assassi- Leopard King sent Dossouye on a spe- nation tables for a surprise attack, though cial mission to find and recover the she will do so only against dangerous sword and bring it back to use in the next opponents and cannot be hired as an battle, to offset the power of a great assassin. She can surprise opponents on Ashanti sorceror who threw lightning a 1-4 on a d6, unlike other rangers, due to bolts. her long practice at silent and hidden Dossouye left on the quest, unaware movement; increase this to 1-5 at night- she was followed by an evil ahosi com- time. Dossouye hates true assassins and mander, Nyima, who hated Dossouye strongly dislikes all magic-users. In the and was responsible for having her par- course of her adventures it is possible for ents slain by assassins. her to have entered an AD&D™ universe, On the way to the cave, Dossouye was possibly as part of a quest for Agwebe’s temporarily captured by Ashanti war- spirit. riors, but escaped and killed them all with some secret help from Nyima, who BIBLIOGRAPHY: “Agwebe’s Sword” planned to get revenge on Dossouye (in Amazons!, paperback, DAW Books, herself. In the secret cave, Dossouye edited by Jessica Amanda Salmonson) was confronted by the evil commander by Charles R. Saunders. and nearly slain before she found and grasped Agwebe’s Sword. With it she Written by Roger E. Moore

12 MAY 1982 D RAGON 73 Weaponless combat is a part of the ADVANCED D&D® game, in the form of a system for grappling, pummeling and overbear- ing attacks presented in the Dungeon Masters Guide at pages 72-73. Although the AD&D™ weapon combat system is “unreal- istic” in that it does not account for critical hits or hit location, it is streamlined enough to allow melees, particularly large ones, Without to be resolved in reasonable amounts of time. By contrast, the weaponless combat system in the DMG attempts to take into account nearly every possible factor that could conceivably modify grappling or pummeling hit probability. Perhaps the most extreme example of this is that both the attacker’s and defender’s weight and height must be known and compared in order to resolve a grappling attack. The DMG system is also designed only for humanoid combatants, and does not allow for grappling or pummeling between monsters, or between humans and monsters, without considerable modification by the DM. The weaponless combat system presented in this article re- presents a compromise between realism and playability. It is not as simple as the normal AD&D melee system, mainly be- cause weaponless combat is not as simple as normal combat as far as the AD&D structure is concerned. Much of the complexi- ty of the system stems from the portions of the system designed to handle monsters in addition to humanoids. Many of the rules and charts are not used in the majority of situations. In tests, weaponless combat was found to take several times longer to play out than normal combat, but the creatures making the attacks definitely benefited by using grappling and pummeling tactics. This will be discussed at greater length below. In order to keep the rules “compact” for future reference, the discussion of the system will be presented after the rules. The following terms are used as abbreviations within the text: AT = Attacker DR = Defender S, M, L, VL = Size designations for small, medium, large, and very large. S, M, and L are the same as in the AD&D rules, but creatures 10 feet tall or taller, 30 feet long or longer, or other- wise large and massive are very large (VL).

PUMMELING Pummeling is defined here as an attack with fists or compar- able limbs, or an attack with a special pummeling weapon, calculated to stun and render an opponent unconscious rather than kill.

The basic pummeling attack: When an attacker (AT) elects to pummel rather than attack normally, the defender (DR) is treat- ed as AC 10, modified by dexterity bonus or penalty, magic of any sort that affects armor class, and special bonuses, such as the benefit dwarves receive when fighting giants. Armor and armor equivalents such as Bracers of Defense are not counted. Shields, however, count for three armor classes (-3 to AC) rather than the normal 1 armor class, but only against frontal opponents. The AT’s roll to hit is made on the appropriate DMG chart, subject to the changes above, as if a normal (weapon) attack were being made. The AT’s roll is as it would be normally. Strength bonuses would be applied for player characters, and a Bless spell would increase hit probability, but obviously having a +2 sword would be of no value in a fistfight.

Order of attacks: Pummeling attacks automatically occur after normal attacks in any round, but at the same time as grappling attacks. Thus, any creature using a weapon or its natural mode of attack will strike before an opponent using pummeling. If both the AT and DR are using grappling or pum- meling tactics, normal initiative rules decide who attacks first. This rule holds even when the pummeling AT is entitled to 5 by attacks per round (a 5th-level fighter) against an opponent entitled to only one (such as a goblin). An AT using pummeling who is hit and suffers damage from a Phil Meyers (Turn to page 63) 14 MAY 1982 any weapons . . .

Suggested new rules for using your bare hands

D RAGON 15 EDITOR’S INTRODUCTION Many readers have asked for information on weapons not included in the AD&D™ Players Handbook, and more than a few writers have attempted to compose articles on that subject. The best and most complete treatment of new weapons we’ve re- ceived is printed below. Rory Bowman’s fist includes more than 30 obscure and/or or with unusual weapons (the exact count may differ, depending on whether certain weapons are considered as distinct types, or variations of other weapons), a healthy addition to the 52 wea- pon types given in the Players Handbook. Is this list exhaustive? Definitely not. If we held out for the “ultimate weapon article,” you’d be waiting a lot longer than you have already. That is not a suggestion that Rory hasn’t done a good job; but an acknowledgment that other obscure weapons must exist. (If you know of one, tell us about it — or better yet, write it up for our next weapons article.) Some of the weapons on the new list, particularly those of Oriental origin, have been featured in articles before. The de- scriptions, and especially the statistics, given here may conflict with the earlier published material; statistics are often a matter of interpretation, and we prefer to respect both authors’ inter- pretations rather than change one set of statistics to conform with the other.

ATLATL: The atlatl, sometimes referred to as a spear- thrower, is a specific example of a weapon type common throughout much of the world. The atlatl was used by the various cultures of Central America, including the ancient Az- tecs (against the Spanish conquistadors) and Mayas. A specially crafted stick, the atlatl was used as an extension of the user’s reach to give his javelin or tlacochtli added power and range when throwing. The weapon contains a small cup on one end of the shaft into which is placed the butt of the missile. A groove along the entire length of the shaft holds the missile in place across the top prior to the actual throw. A handle at the other end of the shaft is held with the aid of a leather thong designed to reduce wrist strain. To operate the atlatl, the user places the butt of the stick on the arm, which is cocked and released to bring the missile about 2 feet higher above the wielder’s head than would be normally possible, giving the throw considerably more power and range and still retaining a great degree of accuracy. Long ranges of more than 250 feet can be attained, compared to usual maximum ranges of 60 yards for an unassisted throw. The atlatl’s long-range capability makes it an excellent wea- pon, but it is important for the DM to pay special attention to the fact that an atlatl user must have at least 3 feet of space above his head for the swing of the weapon to move through. BAGH NAKH: Bagh nakh are made up of four or five iron, spike-like claws attached to an iron crossbar which extends around the wielder’s hand when worn. The crossbar is con- nected along the palm and the back of the hand by a metal strip to another bracelet-type bar going around the wearer’s wrist, and the 3-inch-long claws are situated so they emerge between the fingers when the fist is clenched. These claws are usually used to attack with an open-handed motion, but are also a useful aid in climbing walls (giving a 5% bonus to any charac- ter’s chance to climb walls so long as the wall’s surface allows the claws to be embedded into the wall itself). The iron claws are often used in tandem by assassins, since they are easy to conceal for a backstab attack. The only major drawback to this weapon is that it is very nearly impossible to poison it, since skin contact with the weapon is always occur- ring and the poison will usually (70% chance) rub off onto the poisoner’s hands, especially (90% chance) if those hands are by damp, as from perspiration. The name bagh nakh means “tiger claws.” This type of hand- held metal claw was employed throughout the Middle East and Rory Bowman 16 MAY 1982 a ... weird one

Stats and facts about strange new weapons for AD&D™ play

D RAGON 17 TABLE I: WEAPONS PERMlTTED BY CLASS Class Weapons usable MAGIC-USER caltrop, katar, shurikin, yawara CLERIC man-catcher, nunchaku, shield, tonfa, Illusionist caltrop, iron fan, katar, shurikin, yawara three-sectional staff Druid blow gun, boomerang, caltrop, scythe, THIEF blackjack, bola, caltrop, chakram, garrote, shield (smash or spiked), staff sling, katar, manriki-gusari, shurikin, yawara throwing nets, throwing knife, tonfa, yawara Assassin any FIGHTER any Paladin any except bagh nakh, bullwhip, MONK bagh nakh, chakram, dokyu, iron fan, garrote, and jung meh nunchaku, sai, shurikin, three-sectional staff, Ranger any tonfa, yawara

TABLE IV: HURLED WEAPONS & MISSILES Rate of Weight Ranges Damage Weapon fire (gp) S-M-L S-M/L Atlatl-hurled javelin 1 20 3” 6” 9” 1-6/1-6 TABLE II: SUGGESTED PRICES FOR WEAPONS Blow gun dart 1 1 2” 3” 4” 1-2/1 Weapon Price Weapon Price Bola * 1 25 2” 4” 6” 2-5/2-5 Atlatl 4 sp Man-catcher 12 gp Boomerang 1 10 2” 6” 9” 2-7/1-4 Bagh Nakh, pair 2 gp Manriki-gusari 5 gp Chakram 3151” 2” 3” 2-5/1:4 Blackjack 15 sp Manriki-gusari w/hook 6 gp Dokyu 2 55 6” 12” 18” 1-4/1-4 Blow gun 10 sp Nunchaku 1 gp Manriki-gusari † 1 35 1” 2” 4” 1-4/1-3 Blow gun dart 1 sp Sai, single 3 gp Shurikin 3 5 2” 4” 6” 1-4/1-3 Bola 3 gp Scythe, battle 7 gp Staff sling, bullet 1 2 7” 12” 21” 2-5/2-7 Bommerang 3 gp Shield spike 7 sp Staff sling, stone 1 1 5” 9” 18” 1-4/1-4 Bullwhip 10 sp Shurikin 15 sp Throwing knife 1 50 1” 2” 4” 2-7/2-5 Caltrop 2 cp Staff sling 15 sp Throwing net, hooked 1/3 170 -1” 2” 2-8/3-12 Chakram 1 gp Three-sectional staff 4 gp Throwing net, weighted 1/2 150 1” 2” 3” — / — Dokyu 16 gp Throwing knife 3 gp Tlacochtli ‡ 1/2 25 2” 4” 6” 1-6/1-6 Garrote 5 sp Throwing net, hooked 15 gp Iron fan 4 gp Throwing net, weighted 3 gp * This weapon will entangle and fell an opponent unless the Jung Meh 10 gp Tlacochtli w/line 15 sp victim successfully saves vs. breath weapon. Katar 2 gp Tonfa 5 sp † The weapon is able to entangle and fell an opponent if the “to hit” roll is sufficient to hit armor class 0 and the victim fails to save vs. breath weapon. ‡ This weapon will do additional damage if forcibly removed from the victim’s flesh.

TABLE Ill: INFORMATION FOR HAND-HELD WEAPONS TABLE V: ARMOR CLASS ADJUSTMENTS Space Speed Damage vs. Adjustments by Armor Class Weapon Weight Length req. factor S-M / L Weapon 10 987 6 5 4 3 2 Bagh Nakh (1 claw) 10 gp 6” — 1 1-3/1-3 Atlatl-hurled javelin +2 0+2 0 -1 -2 -3 -4 -5 Blackjack 20 gp 8” 1’ 2 2-5/1-4 Bagh Nakh (claws) +5 0+2 0 0 -1 -3 -4 -7 Bullwhip * 20 gp 7’+ 10’ 8 1-4/1-4 Blackjack +1 00-1 -1 -2 -3 -4 -5 Caltrop 5 gp 4” — — 1-4/1-4 Blow gun dart +3 +1 0 -1 -2 -3 -4 -5 -7 Garrote 2 gp 4’ special — 2-8/2-8 Bola +2 +1 +2 +1 0 0 +1 0 +1 Iron Fan 10 gp 12” 1’ 3 1-4/1-3 Boomerang +1 00-1 -1 -2 -3 -3 -5 Jung Meh 125 gp c.5’ 7’ 7 1-8/2-12 Bullwhip +3 +1 0 0 -1 -2 -3 -5 -7 Katar 25 gp 1’ — 2 1-6/1-4 Caltrop see text for description of weapon Man-catcher † 70 gp c.8’ 4’ 9 —/— Chakram +2 0 -1 -1 -2 -3 -4 -5 -7 Manriki-gusari 35 gp 3’ 2’ 4 1-6/1-4 Dokyu +3 +3 +3 +2 +1 0 0 -1 -2 (with hook)° 40 gp 3’ 2’ 5 1-6/2-5 Garrote +3 +4 +3 +2 0 -2 -4 -5 -6 Nunchaku 20 gp c.32” 2’ 3 1-6/1-6 Iron fan +2 0 +1 0 -1 -2 -3 -3 -4 Sai, single ‡ 10 gp 1’-2’ 2’ 3 1-4/2-5 Jung Meh (spear/whip) -1 00+1 0 +1 0 0 -1 Scythe, battle 85 gp 4’ 4’ 5 2-8/1-8 Katar 0 00+1 0 +1 -1 -2 -3 Shield (smash) § — — 1’ 4 1-4/1-3 Man-catcher +1 +2 +1 0 0 0 +1 +2 +2 Shield (spiked) 15 gp — 1’ 4 2-5/1-6 Manriki-gusari w/hook 0 -1 0 0 0 0 0 -1 -1 Three-sectional 60 gp 7’ 3’ 6 1-6/2-7 Nunchaku +2 0 +1 0 -1 -3 -5 -7 -8 staff * Sai +1 0 +1 0 -1 -2 -3 -3 -4 Tonfa 20 gp 2’ 2’ 4 1-6/2-5 Scythe, battle +3 +1 +2 0 0 -1 -2 -3 -4 Yawara 1 gp 6” — 1 1-4/1-3 Shield (smash) +2 -1 +2 -1 0 0 0 -1 -2 Shield spike +1 -2 0 0 0 -1 -1 -1 -2 * The weapon is capable of disarming an armed foe on a Shurikin +3 0 -1 -1 -2 -3 -4 -6 -8 score equal to hit armor class 8. Staff sling as per rules, by ammunition type † A hit by this weapon captures the foe within the jaw device. Three-sectional staff +1 +1 +1 0 0 -1 -3 -3 -5 ° The weapon will also do damage upon being violently torn Throwing knife +2 0 +1 0 -1 -1 -2 -3 -4 from the victim’s flesh. Throwing net, hooked +4 +3 0 0 -2 -2 -4 -6 -8 ‡ The weapon, when used in pairs, is capable of disarming an Throwing net, weighted -2 0 -1 0 0 +1 +1 +2 +3 opponent on double scores equal to hit armor class 8. Tlacochtli +2 0+2 0 -1 -2 -3 -4 -5 § A hit by this weapon will subtract 1-4 from the opponent’s Tonfa +2 0 +1 0 -1 -2 -3 -3 -5 next “to hit” roll. Yawara +3 0 +1 -1 -3 -5 -7 -8 -9

18 MAY 1982 in Asia, with the version presented here being one frequently barbed cords and felled. Entanglement lasts for one round, used by the ninja of feudal Japan. during which (while untangling himself) the victim will be in- capable of defense, and persons attacking the toppled creature BLACKJACK: A generic term for a leather bag filled with lead will receive +2 “to hit.” The bola will, of course, only topple pellets or heavy stones which is used as a bludgeon, the black- bipedal creatures with man-sized or smaller legs set relatively jack is a very popular weapon among thieves and assassins. close to one another. At the DM’s option, the bola may be Due to its great damaging power and ease of concealment, it is allowed to fell quadrupedal creatures whose leg movement also a favorite weapon among sailors and press gangs in search brings two legs close enough together in such a way that the of new “recruits.” The blackjack was used by different cultures bola can entangle both at once. The bola was historically used around the world, with the American Indians even possessing a to hunt ostriches, and in adapting it for use as a weapon against similar form of cudgel filled with sand, occasionally tied to a other men, it became necessary to for the wielder to wear a cord to be whirled and thrown. (Treat such weapons as thrown glove of some type to protect the throwing hand from the clubs for purposes of “to hit” adjustments and damage.) barbed chain, (Boiled leather is ample protection for this purpose.) BLOW GUN: Almost everyone is acquainted with the wood- en blow gun. The weapon varies in length from 4 feet to 7 feet BOOMERANG: The most marvelous accomplishment in and weighs from 1-3 pounds. Popularly thought of as a weapon weaponry by a primitive culture is the boomerang of the Abori- for jungle-dwelling pygmies, the blow gun is heavily underes- gines. A specially curved and aerodynamically contoured piece timated. Although its size makes it cumbersome to use in a of wood, the boomerang —when properly thrown—will return crowded area, its breath-propelled, needle-like darts are quite to the thrower if it fails to hit its target. Ranges given for the useful on the plains, in the mountains, or in desert and forest boomerang differ from those given for other missile weapons, regions. Darts for the blow gun are seldom more than long, thin in that 1” = 10’ for the boomerang when it is used against a needles with light cloth vanes. Most blow gun-using cultures creature on the ground, while when used against an airborne utilized poison to add the threat of death to what usually would target 1” = 10 yards. This is because the boomerang’s flight be just a nuisance weapon. pattern only allows it to remain close to the ground for a limited Ranges given herein are for “standard adventuring condi- time (and distance). Then the missile will bank either to the tions” (if such things exist), such as drafty dungeon corridors right or left, depending on what “hand” the boomerang is, and and mildly breezy outdoor areas. If the air is perfectly still, the make a wide circle before returning to the thrower. blow gun is accurate up to 6”, while in windy situations the AlI boomerangs are either right or left-handed, and in flight weapon is useless. Note that the blow gun itself does not do will always arc out to the off-hand side in a high bank which damage; the dart delivers the wound. restricts the boomerang to use only in outdoor settings. A skilled boomerang thrower can seem to “miss” a target — BOLA: The bola consists of two or three weighted and spiked only to strike it from behind on the return part of the flight. Such balls connected by a light barbed chain. The bola is thrown at attacks receive a -6 “to hit” due to the inherent difficulty of such an opponent’s legs in such a manner that the victim (if the a throw, although a dexterity bonus may somewhat offset this weapon hits) must save vs. breath weapon or be tangled by the penalty.

D RAGON 19 Most of the skill in using a boomerang is in the catch, so those caltrop trod upon; those wearing soft leather boots will take who manage to throw a boomerang properly but are not profi- normal damage for caltrops traversed; and those wearing thick cient in the weapon’s use will be struck for normal damage on sandals or hard leather boots will subtract 1 point of damage the instrument’s return, unless the thrower specifically states done by any caltrops they happen to encounter (with a min- that he or she is avoiding the return in case the target is missed. imum of 1 point of damage taken on any single “hit”). Magic An improperly thrown boomerang should be treated as a hurled boots (such as Boots Of Elvenkind) which are made of soft club, at -3 “to hit.” The main disadvantage of the boomerang is leather should be treated as hard leather for purposes of deter- its fragility; the boomerang must make a saving throw vs. crush- mining damage, and any magical boots of hard leather will ing blow (as for thick wood) every time it hits a target to remain enable the wearer to walk on a caltrop and take no damage (as undamaged. Failure to make this save results in the weapon long as the person doesn’t do something foolish like trying to becoming chipped and its aerodynamic properties harmed, jump up and down on the things in rapid succession, which making it -2 “to hit” (cumulative for each time it is so chipped). tends to impale the tootsies). To completely avoid a chance of Should the saving roll be a natural “1,” the boomerang will not receiving damage, it is required that a group passing the return due to severe damage. caltrop-strewn area stop and select a safe path, a process which requires 1 round for each 10-foot-square area passed BULLWHIP: Braided leather set with bits of jagged glass, the through (with a minimum expenditure of 1 round in any case). bullwhip is more an instrument of torture than a weapon, but Characters who want to toss caltrops all over the dungeon can be used as one —although good-aligned characters might should be allowed to do so, with a time requirement of 2-5 endanger their alignment status in doing so. The whip is a segments for each 10-foot-square area so trapped (with a min- versatile instrument; it can be used to wrap around posts and imum time of 1 full segment for a 5-foot-square area). It chairs, to disarm an opponent, or as a makeshift rope (if proper shouldn’t be too difficult for the DM to keep such activity in precautions are taken to avoid ripping one’s hands to shreds on check, considering the encumbrance value of each one of the inset glass bits). these 4-inch-tall weapons. The DM may wish to stipulate that Characters may try to topple creatures by wrapping the whip special precautions be taken to prevent carried caltrops from around their legs, but this tactic won’t work against any but the puncturing packs. (It could be amusing to watch an unwary lightest of long-legged monsters. In other cases, the creature party turn to flee and tromp all over their own caltrops that have attacked in such a manner will either grab the whip and tear it fallen through the new holes in their backpacks). out of the wielder’s hands or cut it with a weapon attack before the user has a chance to apply any force. The DM should CHAKRAM: The chakram is a metal disc, 5” to 12” in diame- oversee the activities of a whip-wielder very carefully, enforc- ter and about 1” thick at the center, with sharpened edges. ing restrictions such as the space required to use the weapon (a Many chakram had holes in the center which could be used to fact which is often abused). store them on pegs or on a hook worn at the belt. Thrown like a shurikin (with a Frisbee-type motion), the chakram is of limited CALTROP: The caltrop is a specially crafted set of metal usefulness since its edge has little chance of penetrating any spikes used to impair an opponent’s movement. The spikes on a but the lightest of armor. The chakram’s biggest assets as a caltrop are set in a tetrahedral pattern, so that when a caltrop is weapon are probably its low cost, its effectiveness against tossed on the ground one spike will always point up. Caltrops non-armored opponents, and the small amount of skill required are scattered in the enemy’s path, and when so scattered re- to use one. quire the foe to slow down or stop and pick out a caltrop-free path, or have their foot/feet come down on an unseen spike. DOKYU: The dokyu is a repeating crossbow used in some For each caltrop dropped in a 5-foot-square area, there is a areas of Asia. A “clip” atop the bow holds up to five bolts at a 5% chance that an individual not on the alert for such hazards time and gives the ability to fire the weapon twice as often as a will step on it. This chance is cumulative, so if a party being normal crossbow. For purposes of combat, the dokyu is the chased through a dungeon corridor 5 feet wide stops to drop 20 same as a light crossbow except for its rate of fire. The dokyu’s caltrops in a 5-foot length of hallway, it is 100% likely that their “clip” requires one round to reload and can be fitted with nor- pursuer(s) will step on at least one of the dropped caltrops. mal light crossbow bolts. Many types of repeating bows have The spikes will always do damage on a successful “hit,” been tried throughout history, and the dokyu is the most suc- although this damage is adjusted by the footwear of the person cessful of these attempts. or creature stepping on the caltrop. Those wearing no footwear of any type will take normal damage plus 1 point for each GARROTE: The garrote is typically a braided leather thong

20 MAY 1982 with hand grips at either end of its 4-foot-long cord, and is used ened, much as a dagger blade would be, with the canvas often to throttle an opponent from behind. Some versions of the painted in lovely colors to further complement the weapon’s garrote used piano wire instead of the leather cord described illusion of harmlessness. here, but in the usual AD&D campaign wire that sort of wire is The rapid folding and unfolding of the fan in battle is a very not strong enough or flexible enough for use in a garrote (lute important part of the weapon’s use; this action, along with strings are made of catgut or some equally unsatisfactory fluttering and waving the fan, causes enough of a distraction to material, for the information of players who try to argue the allow the user to draw a dagger or ready a spell component with point). the other hand. The main problem with the fan is the tendency To successfully attach a garrote requires a backstab attack to for blood to stain the painted canvas, requiring either repaint- be made during the first round of combat, and damage is taken ing or the installation of a new canvas in order to keep the for each following round the garrote remains attached and held passive appearance of the weapon, which is so necessary for by the wielder around the victim’s throat. Adjustments “to hit” using an iron fan in a surprise attack. Unless someone has seen are figured for the initial attachment, and after attachment no one before, it is very unlikely (10% chance at best) that an iron further “to hit” rolls are required. Once a garrote is attached, fan not in use will be recognized as a weapon. the victim will do whatever is necessary to attempt to remove it; such actions might include rolling around on the ground, back- JUNG MEH: The jung meh, or “spear whip,” is made up of ing into walls, or carefully cutting the garrote itself. Should the nine metal rods, each approximately 6” long, attached to one victim fail to remove the garrote in the first round of attack, any another by a single link of chain at either end and ending in a of his allies may join in the attempt to remove it. Any attacks spear head. The weapon is held together by a leather-bound made on the assailant will be made at +4 to hit, but only two haft and has a minimal amount of flexibility, with the head being figures may attack the wielder in a given round. The victim capable of bending about 45 degrees in any direction (in rela- cannot himself employ any weapon against his attacker, and of tion to the haft) when fully extended. course cannot use spells — although he might be able to acti- The weapon is used primarily as a bashing instrument, but vate a magic item such as a Helm of Teleportation, or any other the edged and pointed head is capable of cutting and slashing which would not require any swallowing (no potions) or extrav- with its sharpened portions. Although the weapon has a point, agant movements to deploy. its flexibility does not allow for it to be used for stabbing, nor Should the person using the garrote take half of his or her can the spear whip be set to receive an opponent’s charge. The remaining (as of the time of the attack) hit points in damage jung meh is employable from horseback to a limited extent. The before the victim dies, the wielder must release the garrote. If name “jung meh” is of Korean origin, but there is no evidence of the round-by-round damage done by the garrote does not kill it ever being employed in that country, and the origins of the the victim within three rounds, the attacker is allowed to roll on weapon itself are doubtful. the assassination table in the fourth and all subsequent rounds. If the victim is not dead or the attacker not repulsed by the sixth KATAR: The katar is a triangular blade ground to an edge on round of garroting, the victim will die (regardless of hit-point either side and attached to an H-shaped handle. Often referred total) of strangulation. to as a “punch dagger,” the katar is held in the clenched fist and The garrote will not work against creatures with a windpipe used much as a normal fist would be, with the blade pointed more than 1” below the outer skin layer or against those whose away from the user’s knuckles. The katar is used to stab or neck circumference is greater than 4 feet. The garrote is also slash, a blow which carries considerable power when its direct not usable against undead or other foes that cannot be stabbing abilities are taken into account. The katar’s great strangled. This weapon may seem formidable at first, but less speed is because of the quickness involved in its simple de- so when it is considered that the attacker must usually stay ployment as an extension of the fist. It’s also very easy to learn attached to his victim for six rounds without attracting others’ to use. Although there is no formal sheath for the katar, a large attention because of the victim’s cries for help and other mea- belt pouch lined with light wood to prevent puncturing will sures an endangered person might take. easily hold two of the weapons.

IRON FAN: The iron fan is not made of iron, but rather of a MAN-CATCHER: As suggested by the name, this weapon is metal skeleton with canvas stretched over it. The steel skeleton usually not used to kill but to capture. The man-catcher is a may be forged only by a master weaponsmith, due to the preci- pincer/jaw device mounted on a pole. The pincer portion of the sion workmanship needed to allow the fan to fold and unfold in weapon is commonly 3 feet in length with the pole itself any- battle. The edges and tips of the fan’s ribs have been sharp- where from 4 feet to 6 feet long and flanked by the appropriate

D RAGON 21 manipulation apparatus. This apparatus allows the user to end of Japan’s feudal age. open and close the pincer of the instrument and latch the jaws shut once the victim is entrapped. Any hit made by the man- MANRIKI-GUSARI with HOOK: Due to lack of a better name, catcher is considered to have locked the pincer about its target. this weapon is considered a sub-class of the manriki-gusari Of course, anyone with a girth much smaller or much larger having at one end of its 3-foot length a barbed hook. The hook than a human may not be so trapped, and against such oppo- has several advantages over the bludgeoning weight used on nents the man-catcher is virtually useless. the regular manriki-gusari, the best of which is that it is good for Once the man-catcher has made its hit, it must be determined taking foes alive. When the hooked portion of this weapon has just how much of the target has been caught by the pincer scored a hit, it is considered to have caught on the victim’s device. For each level of experience the attacker possesses, flesh. (Allow characters to choose which side of the weapon there is a 3% chance that both the victim’s arms will be pinned to they are going to use at the beginning of each round, and treat their sides, obviously negating any shield or dexterity bonuses attacks with the blunt end as “normal” manriki-gusari strikes, to armor class the victim may have had. If both arms are not so with the only adjustment being a speed factor of 5 instead of 4, pinned, there is still a 6% chance per level of the wielder that due to the extra manipulation required to use one end instead one arm will be incapacitated, with an 85% chance it will be the of the other.) Once caught, the victim may elect to surrender. If victim’s “off” arm. If the shield arm is free and the victim has a not, the hook can be pulled out forcibly, causing as much small shield in hand, it may be used to guard the shield flank, damage coming out as it did going in. but any larger shield is not usable in such a situation. If the weapon arm of a victim is left free, the victim may use that NUNCHAKU: The nunchaku is an almost direct adaptation weapon on anyone within range. (Of course, missile weapons of the common agricultural flail. Also known as “num-chucks” and magical spells may not be employed, due to the constant or “chuka sticks,” the nunchaku as shown in martial arts films is tugging and shaking by the entrapping instrument.) Once a made of two 12-inch to 14-inch-long hardwood sticks about 1 victim is captured, the wielder must hold on to the weapon and inch in diameter and connected by either a stout leathern cord wait until the captured is subdued enough for release, at which or a metal chain. (With a cord instead of a chain, the weapon’s time the latch holding the jaws shut is disengaged. The DM price would be 1 sp instead of 1 gp.) Having no mace-like head must be sure to keep the use of this weapon in check; some similar to the footman’s flail, the nunchaku has a weapon speed players may want to hold an still until it can be slowly beaten the flail cannot hope to attain; it is this speed which gives the to death with any available objects. One simple way to avoid nunchaku most of its damaging power and puts it on a par with this sort of tactic is to have a few very strong monsters in your conventional weaponry. dungeon which would be able to ram any man-catcher that Nunchaku are easily folded for concealment within a boot or happens to latch onto them down the wielder’s throat — if the pack, or to be tucked within a girdle or belt. Characters using wielder can shove and push, so can the character or creature on the nunchaku may try to use the weapon to strangle an oppo- the other end, if the victim is strong enough. nent (a la Bruce Lee), but this should not be allowed in the game, since the victim can easily grab the stick portion of the MANRIKI-GUSARI: The manriki-gusari, of Japanese origin, weapon and relieve pressure on the throat. Nunchaku cannot is made of a 3-foot-long chain weighted at either end with be modified with a longer chain to allow strangulation attacks; round or rectangular pieces of iron. The manriki-gusari is a very this would disrupt the user’s speed and control of the weapon, versatile weapon; besides being used as a rapidly whirling making it useless as a nunchaku for melee combat. bludgeon, it can be thrown as far as 120 feet, occasionally The nunchaku was derived from the flail used commonly in entangling its target in much the same manner as a bola. At the Asia to separate rice from the stalk, and was used quite com- DM’s option, skilled fighters or assassins might even be able to monly in the Okinawan area. entwine a foe’s limbs within the manriki-gusari, having the ability to do this on a score equal to hit armor class 8 or better. SAI: The sai is an edgeless dagger-type weapon resembling Another use for the manriki-gusari is as a garrote-type wea- a trident more than anything else given in the AD&D volumes. It pon; as such, it should be treated as a 3-foot-long garrote, with was derived from an instrument used by the farmers of the paladins being forbidden to use the weapon in this manner. Okinawan area for handling hay. With a cylindrical blade any- The manriki-gusari was developed in the 17th century for use where from 13 to 20 inches in length and a specially modified by the Japanese police force (specifically the Yoriki and Do- hilt assembly rising 4 inches parallel to the “blade,” the sai is shin) in apprehending criminals and murderous samurai at the useless for cutting and is a stabbing weapon only.

22 MAY 1982 The hilt serves to protect the hand when a single sai is used, (The DM may wish to devise magic items which are contrary to but when used in pairs the sai’s special hilts are used in a this directive, such as a +2 shield of crushing.) Any shield used manner similar to the ranseur to disarm a beweaponed foe. This to smash during the same round another weapon is used incurs trapping and removal process only works on weapons 1 foot or the usual penalties for using two weapons at once. more in length and made of rigid materials such as wood or metal, and will always occur at such times when both of the sais SHIELD, SPIKED: Employed by the Vikings (among others), are wielded in the same round and each “to hit” roll is sufficient this is simply a shield to which has been attached a pointed to hit armor class 8 or better. head instead of the usual boss. The shield spike may only be Since the sai cannot slash or cut, it is a bit slower than the attached to large and medium-sized shields, since if it were common dagger, and because of this the weapon cannot be attached to a small shield it would disrupt the object’s balance. used by magic-users, any more than a spear can. The spiked shield is used to jam an opponent’s weapon at- tack, with the intent of driving the spike into the first available SCYTHE, BATTLE: This is an adaptation of the agricultural opening in the enemy’s defenses. The spiked shield is a weapon scythe and falls somewhere between the one-handed sickle in its own right, and its use as a weapon requires proficiency (as and the huge “FatherTime” model. The battle scythe is special- with any other weapon) on the part of the user. Such proficien- ly built and reinforced for use in battle, and can be used either cy should be specified for either a large or a medium-sized one-handed or two-handed like a battleaxe. If used with both shield. The training involved is such that the shield can be used hands, the scythe is +1 “to hit” and has a speed factor of 7. If for both an offensive weapon and for a defensive weapon (giv- used with one hand, there are no such adjustments. A favorite ing the appropriate armor class bonus) if no other weapon is weapon of druids and evil types, the scythe is much in use by used during the same round as the shield. Otherwise the shield certain demons, and with its great damaging power can prove is a secondary weapon with appropriate “to hit” penalties, for devastating in combat — although, just as with all other wea- both the shield and the other weapon being used, and the shield pons, the DM should be sure it is used in an area of sufficient will not add to the wielder’s armor class. space. SHURIKIN: The shurikin, or “throwing star,” is a star-shaped SHIELD (smash): Avery reasonable combat move, the shield disc 4 inches in diameter with four to eight side-ground points. smash, or rush, is sadly not accounted for in the AD&D combat The shurikin is usually less than half an inch thick and often has rules. Any size shield can be used for a shield rush attack. The a hole in the center by which it can be hung on a peg or attached tactics used in such attacks vary, however, so characters who to a hook to hang from a belt. The most common method of wish to take the shield (both rush and spike) as a weapon of carrying shurikins is in a small belt pouch. Such a pouch holds proficiency must specify what size shield they are going to use. up to six of the discs, but it was common practice among the Large shields are usually just slammed into an opponent to do ninja of feudal Japan to have special pockets similar to these whatever damage their size and momentum can do, but pouches sewn into their garments at the thigh or on the upper medium-sized shields and small shields such as bucklers re- arm, with each pocket holding one or two shurikins. quire a bit of artistry to employ properly. The shurikin is a good small-sized missile weapon, and its The medium shield is used in a combination of techniques shape and use easily lend it to poisoning purposes. which range from a full frontal smash to an ascending blow with the shield’s rim usually contacting the opponent’s chin or wea- STAFF SLING: This is an ordinary sling mounted on a quar- pon arm. The small shield is far more delicate, but its size lends terstaff to increase the momentum and velocity of the throw. A it quite nicely to use as a wooden or steel “boxing glove.” In hook on one end of the staff allows the weapon to be swung addition to normal damage, a shield hit also will cause the around the user’s head. The stone is released by a small change struck opponent to suffer a penalty of 1-4 (roll d4) on his next in the staff’s movement, unhooking the sling in much the same “to hit” roll due to the shield’s stunning power. way as a trebuchet’s sling is released. The shield smash is the only type of shield attack usable by The sling portion of this weapon could easily be wrapped clerics. The shield can only be employed to the attacker’s front, around the staff to allow its use as a melee weapon if the user is and when so used does not count as a bonus to the wielder’s proficient in the quarterstaff. The main advantage of the staff armor class. Magical shields gain no bonuses when used in a sling is its added range over a regular sling. Due to the gyra- smash since their enchantments are designed to guard against tions necessary to achieve this longer range, the staff sling is weapons, not to make the shield possible to be used as one. only usable in outdoor settings.

D RAGON 23 24 MAY 1982 (Text continued from page 23) If the net scores a hit, it is considered to have trapped the opponent within its barbed interior. Unless the victim saves vs. THREE-SECTIONAL STAFF: This is made of three hard- breath weapon, he or she will become entangled and have a wood sections, each 2 feet in length, with the middle section 50% chance of falling to the ground. If the victim remains connected to the outside two staffs by segments of chain about relatively motionless under the net, no additional damage will 4 inches long. Each of the outer pieces can be folded over onto be taken, but if the victim struggles or the thrower tugs on the the center section. The weapon can be used in several different net, damage will be taken for each round that the victim remains ways, such as folding all three pieces together to use the staff as within the moving net. a club-type weapon, or folding one end piece over the center Ensnared victims can free themselves from the net in one piece to use the staff like a flail. It is most often employed by round if they have a dagger or similar cutting tool, and such a holding the two end pieces in either hand while using the center victim will take only 1-4 points of damage in the round of piece to block an attack. When the weapon is used in this last escape, unless some individual is tugging on the net from the fashion, the user has a chance to catch weapons between the outside during this time. Nets which are cut are rendered use- end and center pieces, disarming an opponent on a “to hit” roll less. Anyone without a knife who wishes to get untangled from sufficient to hit armor class 8 or better. a hooked net must spend 2-5 rounds in so doing, with full The three-sectional staff was used in Asia as a training wea- normal damage being taken for the first 1-4 of those rounds. A pon for monks, and was never employed by the common peo- net can be cut away from the outside in one round, or otherwise ple. Legend has it that the three-sectional staff was invented by taken off from the outside in 2-5 rounds, with 1-4 points of an old man whose staff was broken twice in battle and who was damage taken by the victim in each round, no matter what unable to get a new staff made, thereby winning himself great method is used to free the net’s occupant. renown throughout the land. Hooked nets must be waxed weekly to prevent them from THROWING KNIFE: This is a wicked collection of blades becoming hopelessly entangled within their own hooks. Nets more akin to an axe than a knife, having a main haft and 4-6 thrown in combat will require 3 rounds to hurl, with at least two branch-like blades. The throwing knife is not hurled vertically, of these rounds being used to untangle the net and achieve the as are most bladed missiles, but horizontally. The knife’s heavy proper spin to avoid midflight tangling. Such maneuvers re- weight is the reason for its short ranges, but its damaging quire at least 5 feet of space on either side of the thrower. potential more than makes up for the range restrictions. There Throwing a net in the dungeon is nearly impossible, although it are endless variations on the basic idea presented here. can be done (at the discretion of the DM). A smaller, one-hand version of the hooked net is available at a THROWING NET, HOOKED: This, a favorite weapon of evil cost of 1 gp and is used as a secondary weapon which can be characters everywhere, is ideal for capturing and tormenting wrapped around an opponent’s weapon to disarm him or her on creatures instead of just killing them. A lo-foot-diameter net a “to hit” roll sufficient to hit armor class 6 or better. This is the with a weighted perimeter and numerous hooks woven into the only purpose for the smaller net, since the hooks within it are mesh, the hooked throwing net is an ideal weapon for taking a made for catching objects and are not suitable for damaging powerful creature or character prisoner. flesh. The smaller nets weigh about one pound each.

D RAGON 25 THROWING NET, WEIGHTED: Used in a manner very similar modern times by police for riot control, the tonfa can be twirled to the hooked throwing net, the weighted net does no damage to bash a foe (as with a club), or the weapon’s outstretched other than entanglement (although sadistic DMs might want section can punch or gouge a victim. falling creatures to take 1-2 points of damage when entangled), The tonfa is easily held and carried along the arm of the user. and for this reason is better suited than the hooked net for At distances of 50 feet or more the snug-fitting tonfa may not taking weaker creatures relatively unharmed. even be spotted, and its presence will always go undetected if To escape from a weighted throwing net requires one round measures are taken to hide the weapon. with a knife or dagger and 1-2 rounds without such a tool. Since The tonfa is another Okinawan weapon, and a traditional the weighted throwing net doesn’t have any hooks to aid in the instrument in many martial arts. The tonfa may count as a entanglement of the victim, it does not require any waxing and secondary weapon, but only when it is used with another tonfa can be thrown more quickly (2 rounds instead of 3), since it is as the primary weapon. not so difficult to handle. YAWARA: The yawara is the most harmless-appearing of all TLACOCHTLI: The tlacochtli is a barbed javelin with an the weapons described here, and to the uninitiated will usually attached line, and is used much like a whaler’s harpoon. The be seen as a ridiculous weapon. The yawara is simply a 6-inch- tlacochtli is equipped with a 50-foot-long cord which is used to long cylinder of wood about three-fourths of an inch in diame- either force a victim to surrender by threat of pulling the javelin ter. It is held in a clenched fist so that the ends protrude slightly out violently, or to retrieve the missile should it miss or become from both sides of the fist and can be used to gouge an enemy. embedded in an undesired or uncooperative target. When the It is occasionally tapered a bit at both ends like a bo stick, but tlacochtli is ripped out of a wound it will do the another 1-6 this has little bearing on its use in normal combat. points of damage, just as it did going in. Thus, anyone hit by a The yawara is an especially good weapon for monks and tlacochli will be required to cut the line, hold it stationary, or do assassins since they may, at the DM’s option, do double or whatever is necessary to keep the javelin from being forced triple damage when using it due to their knowledge of anatomy back out. and their ability to zero in on nerves and pressure points. The tlacochtli can be used in an atlatl, just as a normal javelin, Although the yawara is usually wooden and especially meant with subsequent increases in range and adjustments “to hit.” for use as a weapon, there are several everyday objects that The weapon was employed in this manner by certain Central would work just as well as a yawara due to their size and shape; American cultures. a candlestick holder is an excellent example of a yawara-type instrument. Yawaras can be made of almost any scraps of wood TONFA: The tonfa is a cudgel-type weapon with a 2-foot- with the aforementioned dimensions, and such scraps are so long, flat body and a 6-inch-long handle one quarter of the way readily available (small branches, carpenter’s leavings, etc.), down the main body and placed perpendicular to same. The usually for free, that a price for the yawara is not given. tonfa is wielded by holding the handle in the clenched fist with If a yawara is used in a pummeling attack, it is equivalent to a the main piece lying alongside the outside of the user’s fore- metal pommel, and due to its size and dimensions it is equival- arm, with the part of the weapon directly opposite the handle ent to hard metal for all saving throws versus physical attacks protruding outward from the side of the fist. Often used in such as a crushing blow.

26 MAY 1982

The Gnomish Point of View

Gnomes seem to have struck a happy ly than do elves, , or dwarves, by Roger E. Moore medium between the attitudes of dwarves due to some mutual distrust and avoid- and elves in this respect. Dwarves seek ance, but some human areas are quite Gnomes are small demi-humans close- mastery over their environment, treating friendly with gnomish folk, sending them ly related to dwarves. They average about it as a thing to be shaped and governed; clothing, foodstuffs and spices in ex- 3’6” in height and 80 Ibs. weight; their elves seek union with their sylvan envi- change for ores, gems and jewels, and skin tones range from brown to dark tan ronments, making themselves at one worked metal products (weapons, tools, to grayish brown, and they have gray or with nature. Gnomes, splitting the dif- armor). white hair. Gnomish males are bearded ference, look upon their environment Humor is very important to the gnom- but females are not. Despite their small and the creatures within it as separate ish personality. Gnomes go for practical size, gnomes have an average strength but equal to them, as friends and helpers. jokes, especially the sorts that are di- equal to most humans. Though most For this reason they have learned to rected against larger creatures and en- people tend to think of gnomes as just speak with all other burrowing mammals emies. When directed against other smaller dwarves, they have different ca- and often have working relationships gnomes, these jokes tend to be friendly, pabilities and a much different outlook with local groups of badgers, ground- with no harm intended. But against hu- on life, and are certainly worthy of con- hogs, and so forth for food-gathering mans and other large races (including sideration as a race unto themselves. and mutual defense. Gnomes sometimes humanoids), gnomes’ humor is more of a Gnomes are perhaps the rarest of all have such creatures as companions; they weapon, and takes on a darker aspect. A demi-humans, though halflings in some treat their animal friends as partners and good practical joke played on an enemy areas are tied with them for the distinc- not like pets. Certainly it does not hurt (like substituting a Necklace of Strangu- tion. Only 5% or less of any adventuring such relationships that gnomes are small lation for a Necklace of Missiles in a half- types of human or demi-human origin enough to see “eye to eye” with these orc’s pocket) will win immense status for are gnomes. They prefer living in tem- small mammals. the responsible gnome. perate climates in rough and hilly terrain. Communities of gnomes are closely Those whom gnomes do not trust are Gnomish communities are composed knit, and tend to engage in much friendly dealt with carefully; they may find them- of elaborate underground tunnel com- competition with other such communi- selves perplexed, led around in circles, plexes much like those dwarves inhabit, ties. The major trades include jewelcraft, and kept unsure of just what is going on. and all such communities maintain a mining, metalworking (including armor The gnomish brand of humor is demoral- network of mines for metals and gem- and weapons manufacturing), a minor izing to enemies of the gnomes, who stones. However, gnomish complexes amount of farming (a skill almost un- may find themselves constantly subject do not go as deep into the earth as heard of among dwarves), hunting, and to booby-traps of every conceivable sort. dwarven tunnel systems do, and tend to involvement with the local military as Humans have found it helpful to develop be spread out over a wider area. Though scouts and community militia. Trade a manner of humility and respect when gnomes enjoy their mines and their close with other gnomish communities and passing through a community of these association with the earth, they also ap- demi-human villages and towns is brisk, small folk. Those who are earnestly preciate the world above ground, and though few gnomes leave their homes to friendly and supportive of gnomes may love the beauty of the wilderness and of become traveling merchants. In general, soon find them to be close friends. living creatures. humans trade with gnomes less frequent- Gnomish mercenaries will assist non-

28 MAY 1982 gnomes fighting directly for gnomish any evil humanoid race, but their most quite amusing. causes; their service may also be given in hated enemies are the kobolds. Both rac- Gnomes go adventuring for various other, non-critical (to a gnome) situa- es compete for the same sort of living reasons; many such adventurers are tions, but they won’t take things quite as space and materials, and their deities multiclassed. Gnomes are able to learn seriously in such instances, and won’t have long warred with one another. Garl the skills of the fighter, thief, illusionist, necessarily stop their practical jokes Glittergold (the major gnomish god) and assassin and are better able to mix (though they will become more friendly once caused Kurtulmak’s most elabo- classes than either dwarves or halflings. and harmless). rate and richly decorated throne room to Gnomish thieves and illusionists, for The lawful good orientation of most develop a structural defect in the ceiling, obvious reasons, are especially able to gnomes comes from their sense of making it collapse at an untimely mo- use their talents to pull jokes on other community spirit and cooperation with ment when the kobold god was enter- beings. The feeling that gnomes have one another and other allied beings. This taining one of the major arch-devils. The been slighted by many other races with- is muted to some extent by a more neu- latter believed the ceiling collapse was out cause (a claim not without substan- tral, nature-loving concern that includes an assassination attempt, and in ven- tial evidence) makes the fighting and a tolerance for other alignments and a geance hung Kurtulmak by his tail over thieving lives most attractive, as a way of desire to maintain the balance of nature. an active volcano for six weeks. The ko- evening up the imbalance. Assassins are Though gnomes may not like chaotic bold god has since devoted all his ener- motivated by a similar “get ‘em back” evil beings, there is still the feeling gies to the destruction of all gnomes, but philosophy, and enjoy taking vengeance among most gnomes that such creatures his efforts seem to have only made the on their enemies with macabre humor. are necessary in some way to maintain a gnomes tougher on the whole. All in all, Illusionist gnomes are rare, but highly balance with other alignments. Neutrally it was a grand joke indeed. respected in their home communities for aligned gnomes are not often prone to Goblins also hate gnomes, though not their powers; learning illusionist powers be closely involved with other races, with with the single-minded fury that kobolds takes a great deal of time and practice the possible exception of sylvan elves have for them. Gnomes, in turn, hate compared to learning fighting skills or and rare communities of tallfellow half- these races to the point where they will thieving. Gnomish adventurers of any lings of neutral alignment. attack them in preference to any other sort often think of themselves favorably Perhaps because of their close asso- race of enemies, and gain a bonus to hit as “giant killers” (“giant” here meaning ciation with the earth, gnomes are tough them as well. Because gnomes are small anything larger than 5 feet tall). when it comes to constitution and relat- enough to dodge between the legs of Aside from elves, gnomes are the long- ed matters. They are resistant to many larger opponents and evade blows, hu- est-lived race among humans and demi- poisons and magic spells; as with half- manoid beings of gnoll size or larger humans, reaching a maximum age of lings and dwarves, certain magic items have a very tough time scoring any hits over 750 years. As with the elven folk, (i.e., rings) may malfunction when used on them. this has to some extent changed the by gnomes, because of this resistance. The physical senses of gnomes are gnomes’ concept of time. Gnomes are Gnomes are also able to consume large very well developed. Eyesight is good not usually prone to hurry with tasks, quantities of alcoholic beverages and and includes infravision out to 60’ or so. and are good at making up a variety of not be as affected as a human might be; Gnomes have the most sensitive hearing amusements with which to occupy their gnomes drink as much as dwarves do, of any demi-human race, and their com- time. Joke-playing and other humor is but whereas a drunken dwarf becomes munities are unusually quiet compared very useful in this respect. Gem and me- (generally speaking) more obnoxious to those of other races as a result. Some tal crafts take up much of a gnome’s time and gruff, with a tendency to fight every- gnomes prefer walking some distance in later life when adventuring begins to thing that moves, a drunken gnome be- ahead or behind groups of noisier (usu- pale, and community service is a popular comes euphoric, laughs at everything, ally meaning human) races. Gnomes option. Mining, of course, can be done at and joyfully insults anyone or anything also have a more highly developed sense any age, and frequently is. larger than himself or herself. of taste and smell than other races, and As a race, gnomes are quite adaptable. Gnomes are rarely on good terms with have larger noses that some people find Though they do not particularly like the

“Humor is very important to the gnomish personality. Gnomes go for practical jokes, especially the sorts that are directed against larger creatures and enemies. When directed against other gnomes, these jokes tend to be friendly, with no harm intended. But against humans and other large races, gnomes’ humor takes on a darker aspect. A good practical joke played on an enemy will win immense status for the responsible gnome.”

D RAGON 29 sea or other large bodies of water, they panion) to ’s hammer (which is lengths to aid those they become att- are more willing than dwarves to live in non-intelligent and his personal tool) ached to, and will feel a strong sense of such areas. Undersea communities of and to ’s sword (which responsibility for them. gnomes, with tunnels leading from great is an extension of the elven god, virtually As presented in the AD&D rule books air-filled caverns beneath the waves to a part of him). Gnomes have a number of and played in AD&D campaigns, gnomes rockier ground on the shore, have been other gods, but Garl is the best represen- at times seem a little too much like reported. These complexes would be ex- tative of gnomes as a whole. His ever- dwarves. The two races share some char- tremely rare, since most gnomes do not changing gemstone eyes seem to fit well acteristics; yet, in order for each to re- know how to swim. Other colonies of into his unpredictable (though still law- main a separate and distinct character gnomes have been reported in arctic ful) nature. type, differences should be present. It areas, clustered near geothermal springs Like dwarves, gnomes have a distinct might be worth discussing ways in which or places with mild volcanic activity. sexual imbalance in numbers (two males gnomes could be made a little more un- Recently, a purely subterranean sub- for every female), and this does have an like other character races; it is suggested species of gnomes was discovered; effect on their society. Gnomes, howev- that the sexual ratio of males to females known as “deep gnomes” (see AD&D™ er, do not have the rigid sexual and mari- be evened up, perhaps nearer seven Module D2, The Shrine of the Kuo-Toa), tal mores dwarves have. Expressions of males for five females. It is odd, too, that these beings are on close terms with love and caring are shown more freely, while dwarves are said to be unable to many sorts of earth elementals, just as and courting is a popular pastime among cast magical spells (excluding the cleri- surface gnomes associate with burrow- gnomes. Since most gnomes do not cal sorts possible to many races) due to ing mammals. They possess an innate marry early in life, this means very long their magical resistance from their con- magic resistance and spells of illusion; courtships, some lasting several hundred stitutions, gnomes gain the same magic their language is a modified form of the years (making for some particularly am- resistance and are allowed to become surface gnome tongue. Gnomes seem to using tales and jokes). illusionists. Further discussion of this be turning up in the most unexpected Those males who choose not to be matter and other possible changes might places — perhaps their way of having a married become more immersed in their be worthwhile in making the AD&D sys- little joke on all the other races. crafts, and develop close, non-sexual re- tem more logical and reasonable. The gnomish personality is well rep- lationships with friends who are either Material for this article was gleaned resented by their chief deity, Garl Glit- other male gnomes, humans or demi- from the AD&D Players Handbook, Mon- tergold. Garl is mischievous, courage- humans of either sex, or animals. These ster Manual, Dungeon Masters Guide, ous, witty, and strongly drawn to the ad- relationships are looked upon by mar- and the DEITIES & DEMIGODS™ Cy- venturing life. His great axe is actually ried and unmarried gnomes alike as be- clopedia. In addition, the novels Three his companion; Arumdina is quite intel- ing as valuable and important as a mar- Hearts and Three Lions, by Poul Ander- ligent, and has the power to cut stone riage relationship, though humans and son, and Enchanted Pilgrimage, by Clif- and heal Garl as desired. It is interesting other races might be hard pressed to see ford D. Simak, provided some additional to compare Arumdina (as Garl’s com- things that way. Gnomes will go to great details on various matters.

30 MAY 1982 The Gods of the Gnomes

with the fate of the gnomish race, and go has his raccoon friend Chiktikka; Sego- by Roger E. Moore adventuring quite often to support their jan is sometimes accompanied by an in- causes and keep enemies from over- telligent stone golem, and so forth. Urd- The demi-human pantheon with the whelming the gnomes. Though all of the len, an exception again, has no friends. fewest members is likely that of the known gnomish gods are masculine, Because gnomes regard companions gnomes. By most counts there are only they are worshipped by male and female highly, it is inevitable that their pantheon six or seven deities governing the gnom- gnomes with equal reverence. They lack reflects this trait. Gnomish deities usual- ish folk, though it is possible there are the “he-man” image one might imagine ly only associate with other gnomish dei- more in other universes. All gnomish an all-male pantheon would possess, ties, though they maintain a loose con- gods, with the exception of Urdlen the and are clever, sensible, and helpful. tact with a few dwarven gods at times. Crawler, are ruled by Garl Glittergold Urdlen is sexless (though still referred to Pranks and practical jokes are a major (see the DEITIES & DEMIGODS™ Cy- as a “he”) and shares none of these good response of gnomish gods to their ene- clopedia). All but one of them live on one qualities, but “his” few followers may still mies. They often act indirectly against of the planes of the Twin Paradises in the be male or female. their enemies, but if the situation is se- area called the Golden Hills, where the Gnomish gods nearly always have at rious enough they are fully able to take souls of faithful gnomes go at death. The least one companion, either a weapon, the offensive and fight directly in battle. exception is, as before, Urdlen, who lives animal, or other deity, that accompanies Compared to other non-human deities, in the Abyss. them on their missions. Garl has Arum- the gnomish pantheon is one of the most Gnomish deities are fully concerned dina, his intelligent battle axe; Baervan active and involved with its worshipers.

CLERICAL QUICK REFERENCE CHART

Sphere Raiment Sacrifice/Propitiation Place of Deity of Control Animal Head Body Colors Holy Days Frequency Form Worship

Baervan adventure, raccoon green cap brown wood full moon monthly treasure forest thieves clothes brown items clearing Urdlen evil white bare white white winter annually blood and underground mole cloak solstice jewels cavern

Segojan earth, badger fur cap leather gray and first day of quarterly gemstones underground nature armor dk. brown each season temple

Flandal metalworking n/a steel leather red midsummer’s annually forged underground helm armor day weapons forge Gnomish clerics are never druidical, regardless of alignment. They tend to work through indirect channels to support the cause of gnomes, and will only rarely bring their business into the open. They are not often found as community leaders, mayors, or such, because of their supportive orientation. Gnomish clerics are all males, just as their deities are considered to be.

D RAGON 31 Baervan Wildwanderer Lesser god to act before he thinks. Chiktikka is AC3, ARMOR CLASS: 1 moves at 15”, has 70 hit points, and has MOVE: 15” all the powers (including attacks) of a HIT POINTS: 295 12th-level thief with 18 dexterity. Chik- NO. OF ATTACKS: 3/2 tikka does 2-8 points of damage with DAMAGE/ATTACK: 2-24 (+6) each set of claws and bites for 2-12 SPECIAL ATTACKS: See below points of damage. Many stories are told SPECIAL DEFENSES: +2 or better of the adventures this duo has shared, weapon to hit often started by Chiktikka’s humorous MAGIC RESISTANCE: 20% ability to get into trouble “borrowing” SIZE: S (4’ tail) something valuable, such as a minor arti- ALIGNMENT: Neutral good practice of his thieving skills. He dresses fact or some other item. WORSHIPER’S ALIGN: All good in clothes of wood brown hues, and car- Though Baervan sometimes plays and neutral alignments (gnomes) ries a spear (+3) made from an ancient jokes on other creatures, it is hard not to SYMBOL: Raccoon’s face oak tree on the Twin Paradises, called like him. He tends to keep to himself, PLANE: Twin Paradises or Whisperleaf. If this spear is destroyed, except for Chiktikka’s company, and is Prime Material plane Baervan may make another from the said to sometimes roam the forests of the CLERIC/DRUID: 12th level druid wood of Whisperleaf in a single day. Prime Material plane. He is distinguished FIGHTER: 8th level ranger Only he may safely approach this tree; it by his nut-brown skin and pale gray hair MAGIC-USER/ILLUSIONIST: 13th level will attack all others (treat as a treant of (and his raccoon friend). Should he illusionist maximum size and hit points). Whisper- chance to meet a worshiper of his who THIEF/ASSASSIN: 20th level thief leaf regenerates all wood loss within an has performed some great deed in his MONK/BARD: Nil hour. In battle Baervan may touch his name (DM’s option, about a 1% chance PSIONIC ABILITY: /// special spear to any ordinary tree, auto- of encounter), he will give that gnome a S: 18(00) (+3, +6) I: 21 W: 19 D: 25 matically animating it as a 12-hit-dice minor magical item. Such a worshiper C: 22 CH: 22 treant for 5-20 turns. It obeys all of Baer- will meet Baervan only once in his or her van’s orders and no one else’s for that lifetime. Garl Glittergold’s closest rival in the time. He may do this as often as he likes, Gnomish fighters, fighter/thieves, and field of good-natured mischief is Baer- animating one tree per round. thieves of a non-evil nature are often the van Wildwanderer, the forest gnome. Baervan has a travelling partner, a followers of this god, and prefer living in While he lacks Garl’s finesse and dedica- giant raccoon named Chiktikka Fast- the outdoors rather than in a city all the tion, Baervan is slightly better in the paws, who is highly intelligent but prone time.

Segojan Earthcaller Lesser god ARMOR CLASS: 0 MOVE: 9” (36”) HIT POINTS: 285 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-30 (+3) SPECIAL ATTACKS: See below SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: 20% SIZE: M (4½’ tall) ALIGNMENT: Neutral good WORSHIPER’S ALIGNMENT: All good and neutral alignments (gnomes) SYMBOL: Large glowing gemstone PLANE: Twin Paradises CLERIC/DRUID: 14th level druid rock itself. a day to help him in combat. FIGHTER: 6th level fighter He is known to his worshipers as a Though his primary sphere of control MAGIC-USER/ILLUSIONIST: 16th level gray-skinned gnome who wears armor is the earth and nature, Segojan is also in each made of grass and roots that acts as +4 seen in a lesser way as the gnomish god THIEF/ASSASSIN: Nil leather. When he enters battle he carries of magic. Many of his followers are illu- MONK/BARD: 4th level bard a rod made of crystalline quartz that is +4 sionists who strive to improve their art PSIONIC ABILITY: VI to hit and does 3-30 points of damage for the betterment of gnomekind and for S: 18(01) (+1, +3) I: 22 W: 23 D: 18 per hit. This rod will create a stone golem their art’s sake as well. Gnomish miners C: 24 CH: 20 once a day that is of average intelligence and jewelers also revere this deity. The and will obey Segojan’s commands non-player clerics of Segojan frequently Segojan is the gnomish deity of the alone. The rod must be pressed against a cast Light or Continual Light spells on earth and nature, a friend to all living mass of rock of sufficient size to form the large and well-cut gems for use as holy animals that move above and below the golem. Segojan may also call up 2-8 symbols, causing them to glow from earth and one who speaks with the very earth elementals (16 hit dice each) once within.

32 MAY 1982 Urdlen (“The Crawler Below”) Lesser god ARMOR CLASS: 2 MOVE: 12” (36”) HIT POINTS: 272 NO. OF ATTACKS: 2 DAMAGE/ATTACKS: 4-16 (+7) SPECIAL ATTACKS: Nil SPECIAL DEFENSES: See below MAGIC RESISTANCE: 30% SIZE: L (8½’ long) ALIGNMENT: Chaotic evil WORSHIPER’S ALIGN: All evil alignments (gnomes) SYMBOL: White mole PLANE: Abyss manoid, or demi-human. No one can appease their deity by pouring the blood CLERIC/DRUID: 8th level cleric predict where he will strike next, or what of a creature they’ve killed into the FIGHTER: 10th level fighter his plans are to further the cause of evil ground and burying it. Jewels and valu- MAGIC-USER/ILLUSIONIST: 13th level among gnomekind. Just as he can bur- able metal goods are sacrificed to him by illusionist row into the earth of the Abyss, so he ruining them (breaking, tarnishing, melt- THIEF/ASSASSIN: 12th level assassin hopes evil will burrow into his followers’ ing) and then burying them. Clerics of MONK/BARD: Nil hearts and souls. He thrives on harmful this deity are continually at war with the PSIONIC ABILITY: VI trickery against the innocent and good. rest of the gnomish deities and the cler- S: 19 (+3, +7) I: 20 W: 14 D: 20 Urdlen’s form is distorted by a per- ics and followers thereof. C: 24 CH: 3 manent Blur spell which cannot be dis- Gnomish assassins and evil thieves pelled while he lives. His clerics have a and fighters make up most of the wor- Urdlen is the epitome of the evil im- 5% chance of successfully calling upon shipers of this awful deity. They general- pulse that rules some gnomes and is Urdlen when in danger and having him ly share their lord’s love for evil and feared by the rest. He appears as a huge, cast a Blur spell on them for protection; deadly pranks directed against all crea- dead-white, furless mole with claws of however, if the gnome cleric is slain any- tures, even other gnomes. His followers steel. It is said that Urdlen, a neuter and way while the spell is still in effect, Urd- often prefer to live underground, after sexless being, lusts for precious metals, len will eat the gnome’s soul when it the manner of Urdlen’s chaotic tunnel jewels, and the blood of any human, hu- reaches the Abyss. Urdlen’s clerics may home in the Abyss.

Flandal Steelskin Demigod fireball as frequently as once per round, ARMOR CLASS: 2 up to a total of ten times per day. Rhon- MOVE: 6” dang is able to converse naturally with HIT POINTS: 230 all beings who use fire or dwell in fiery NO. OF ATTACKS: 3/2 places (red dragons, chimerae, fire ele- DAMAGE/ATTACK: 3-24 (+10) mentals, etc.). This in no way means that (and see below) Flandal is friendly toward those beings, SPECIAL ATTACKS: See below however, though he will be prone to talk SPECIAL DEFENSES: Takes half first before attacking. Rhondang does damage from heat and fire double damage to cold-using or cold- MAGIC RESISTANCE: 10% dwelling creatures. SIZE: S (4’ tall) Because he needs their services to ALIGNMENT: Neutral good help forge items, Flandal is likely (65% WORSHIPER’S ALIGNMENT: All chance) to have 1-4 fire elementals (16 workers of metal (gnomes) hit dice each) with him when he is en- SYMBOL: Flaming hammer damage he receives from heat and fire. countered. The elementals are quite PLANE: Twin Paradises His skin is the color of mithril steel, and friendly toward him and obey him in all CLERIC/DRUID: 8th level in each his eyes are flaming coals. Flandal’s hair respects. When Flandal is not traveling, FIGHTER: 10th level fighter and beard are a brilliant blue-silver. he will be found in his workshop on the MAGIC-USER/ILLUSIONIST: 15th level Flandal is one of the strongest of Twin Paradises, planning or making a magic-user gnomish deities, perhaps the most so. new magical weapon. THIEF/ASSASSIN: Nil He is often found traveling with one or Flandal is obviously a popular god MONK/BARD: Nil two of the other gnomish deities in among gnomish smiths; a large number PSIONIC ABILITY: VI search of new ores and veins of metal to of fighter/clerics follow his worship in S: 22(+4, +10) I: 18 W: 20 D: 17 use in his forges. It was Flandal who some areas. It is said that some of his C: 23 CH: 18 helped forge and enchant Arumdina, clerics have developed or been granted a Garl Glittergold’s battle axe. new spell that enables their war hammers Flandal wears only a leather apron for Flandal wields an axe-backed hammer to burst into flame for a short time, giving armor and protection from fire, but it has made of yellow metal, named Rhondang. additional bonuses to hit and damage, as been enchanted to reduce by half all It is +5 to hit and can shoot a six-dice a Flame tongue longsword.

D RAGON 33 34 MAY 1982

36 MAY 1982 Long ago in the land of Gnarda lived popular theory was that the General had Special powers of the Orb are as the worshippers of Kalsones, the god of found the Orb at just about the time he follows: wealth and power. Kalsones was a fair had been discovered taking the coun- (1) Telekinesis (1,000-6,000 gp god who treated his followers kindly. As try’s money and that, allied with his per- weight) twice per day. proof of his fairness and kindness in an sonal wizard, Wthai, he had retreated to (2) Possessor immune to Magic era long past, he had presented the peo- his castle to consolidate his wealth and Missiles. ple with an artifact called the Midas Orb. power. A few people believed that per- (3) Protection +2 when held or Legends say if the Orb is held in one haps Wthai had become power-hungry worn. hand and another object is touched with and had killed the General, taking the the index finger of the other hand, the Orb for himself. Other people went so far GENERAL NOTES FOR THE DM object touched will turn to pure gold. as to report sightings of strange and The should become The Midas Orb was much revered by hideous creatures in the area of the entirely familiar with this environment the people of Gnarda. It was the symbol General’s castle. No one knew for sure before conducting an adventure in it. of the country’s prosperity (much as the what had happened, but one thing was The DM should be careful not to reveal gold in Fort Knox is a symbol of the certain: The people of Gnarda were more than the player characters will be prosperity and wealth of the United stricken with fear and dread. able to see or know at a certain time. States). None of the common people had This adventure encourages creative actually ever seen the Orb, but they did THE MIDAS ORB thinking by player characters, rather than not consider it one of their privileges to The Midas Orb is a beloved relic of simply having them encounter difficult- be able to see or use it; it was enough Gnarda, but it has rarely been used. The to-handle creatures. Although some that the Orb existed, and by its existence economic well-being of the country does spells are to be found within the castle, it gave stability to the country’s economy not depend on the presence of the relic; must be assumed that participating and the morale of the people. however, the morale of the people does. magic-users will have acquired some Everything ran smoothly for a few The people’s morale, in turn, affects the spells of their own from previous adven- hundred years after the Orb was given to country’s economy. turing. It will be of great help to the party the country. Then the leaders of Gnarda The legends of the Midas Orb are if they can arrange to take a magic-user discovered —and reported to the people sketchy. The people have some idea of of as close to ninth level as possible. — that, suddenly and mysteriously, the how it works, but they are not aware of its Orb had disappeared! None of Gnarda’s specific limitations or powers. It is gen- WANDERING MONSTERS leaders and officials seemed to know erally regarded by the people as being This list of random wandering mon- what had happened to it, and an exten- too awesome or powerful to be seen or sters applies throughout the castle and sive investigation turned up no worth- touched by normal people. Indeed, this should be checked frequently, once ev- while clues. is essentially true. ery 1 or 2 turns. Roll d10 for the type and Soon after the disappearance of the The Midas Orb has an intelligence of number of monsters appearing: Orb, the country began to decay. There 10 and an ego of 10; if this combination 1: 2-8 orcs (AC 6; HP: 8,7,7,6,5, was a serious decline in the morale of the equals or exceeds the combined wisdom 5,4,4; D/A 1-8). people, which led to a similar decline in and intelligence of its possessor, it will 2: 1-6 bugbears (AC 5; HP: 23, the strength and vitality of the economy overpower him or her 60% of the time, 21,18,17,15,13; D/A 1-8). of Gnarda. causing insanity in that person. After a 3: 2 wererats (AC 6; HP: 22, 19; The decline in morale continued for short time, death will occur. The Orb in D/A 1-8). about ten years, until General Bohica no way radiates magic. 4: 1-6 giant rats (AC 7; HP: 4,4,3, became the ruler of Gnarda. The eco- It is a round gold sphere, approximate- 2,2,1; D/A 1-3). nomic problems continued, or perhaps ly palm-sized. By holding the Orb in the 5: 2 bugbears (AC 5; HP: 22,17; worsened, but the General conducted left hand, touching another object with D/A 2-8). such an intense search for the Orb and the right index finger and saying “Be- 6: 1 ogre (AC 5; HP: 29; D/A gave such promising progress reports come gold!” the possessor can turn cer- 1-10). that the people were greatly heartened. tain objects into gold, subject to these 7: 2 wererats (AC 6; HP: 21, 16; General Bohica’s reign lasted for al- limitations: D/A 1-8). most two years, during which time the (1) Flesh of any kind, if turned to 8: 4 men (AC 10; HP: 22,21,19, people were made to believe the Orb gold, will remain so only as long as 16; D/A 1-8, long swords). These would be found very soon. Then it was no nick, cut or dent is made in it. If men are wererats in human form. inadvertently discovered that the Gen- the flesh is damaged by a blow or a 9: 2 displacer beasts (AC 4; HP: eral had not been completely honest in weapon strike, the object creature 38, 35; D/A 2-8/2-8; -2 on oppo- his handling of the country’s monies. He or character’s form will explode, nent’s attack dice). had been pocketing large amounts of causing 2-16 points of damage to 10: 1 giant scorpion (AC 3; HP: wealth which should have been deposit- anyone within 1”, and 1-8 points of 34; D/A 1-10/1-10/1-4, poison). ed into the treasury of the country. Be- damage to anyone from 1-2” away The orcs and bugbears are raiding fore the General could be confronted who fails a saving throw against parties looting the castle, and the were- with evidence of this, he disappeared — dexterity (must roll dexterity or rats are hirelings of the wizard. just as the Orb had many years before. less on d20). Some of the General’s consorts and top (2) Any other organic or inor- THE WIZARD aides travelled to his castle to seek him ganic substances, with the excep- General Bohica’s wizard, Wthai, is an out, but none of them even returned with tion of refined metal, will turn to a 11th level magic-user: S 10,) I 17, W 15, D so much as a report. worthless gold-colored stone. 15, C 15, Ch 10; HP: 44. Although he The people began to formulate theo- (3) Only refined metals will be- knows as many spells as allowed, he car- ries about what had happened. The most come true and permanent gold. ries his favorites at all times. These are:

D RAGON 37 First level: Charm Person, Magic Mis- badgers, a stuffed giant eagle, a stuffed deviltry involved in the picture, but the sile, Hold Portal, Shocking Grasp. wild boar and two stuffed giant rams. artist has so magnificiently captured the Second level: Continual Light, Invisi- There is a niche in the wall behind the mesmerizing effects of General Bohica’s bility, Wizard Lock, Magic Mouth. dragon skin. However, as soon as the gaze that all who look at the picture must Third level: Dispel Magic, Slow, Fire- dragon skin is touched or moved, the save vs. spells (at +1) or become unable ball, Protection from Normal Missiles. two rams will animate (AC 6; HP: 27,24; to break the gaze for 1-4 rounds. This Fourth level: Polymorph Self, Confu- D/A 2-12) and attack anyone who might may occur at any time, including during sion, Fear. be in the room. The niche in the wall the fray with the bugbears. Fifth level: Teleport, Distance Distor- behind the dragon skin contains a velvet The corridor (g) leading south from the tion, Bigby’s Interposing Hand. pouch with two diamonds inside (500 gp dining room is of plain grayish-brown each). stone, as is the floor. The stone walls and THE CASTLE The corridor leading from the east floor are fairly smooth and flat. There is Heavy wooden doors bound with brass central part of the ballroom (b) is tiled in nothing remarkable about this corridor. bands lead to an inner garden courtyard red. Again, the floor is of moss-green The first room off this corridor is a (1). This courtyard has a neat, well-kept flagstone and will increase the chance of kitchen (6). There is a fireplace, contain- appearance. With a closer look, an ad- wandering monsters being encountered ing cold ashes, in the northeast corner of venturing party will discover that there while it is traversed. As the door is the room. The flue to the fireplace is are many twigs and branches broken opened to the adjoining room (5), the shut; should it be opened, five stirges will throughout the courtyard, and in several first thing noticed is the end of a very fly into the room. (AC 8; HP: 8,7,6,5,5; damp places footprints may be discern- long, heavy wooden table. The table is D/A 1-3 and blood drain, 1-3 hit points ed. The walls surrounding the courtyard constructed of highly polished oak. per round up to 12 points or until killed.) are of gray stone. On the south, the wall There are large chopping-block-type is only ten feet high; however, on each of tables at various places around the room. the other sides the walls are as high as Pots, pans, and utensils hang from the the castle itself. Two more heavy banded ceiling over the tables. doors are set into the north wall of the A smaller room (7) off the kitchen to courtyard opposite the first set. the west seems to be a pantry. There are The north doors open onto a 20-foot- several barrels and bags of foodstuffs wide corridor (2) with heavy gold draper- (untouched and still good): wheat flour, ies flanking it. Once this second set of rice, pickled cucumbers, cauliflower and doors is passed through, the outer doors carrots, and dried, salted fish. There is will shut and become locked. Behind the quite a bit of flour on the floor, and some drapes on each side are 20-foot-square bags have been shredded to make a nest alcoves with wooden pegs on all three for the eight giant rats that live here. (AC walls. The walls and floor in this area are 7; HP: 4, 4, 3, 3, 2, 2, 2; D/A 1-3.) In the made of the same gray stone as the out- nest are three tiny rats (HP: 2, 1, 1) and side of the castle. On a peg in the eastern several gems: two clear gems (rock cry- alcove is a filthy cloak; in a secret pocket stals, 50 gp each), two clear pale blue- in the cloak are 3 sp. green gems (zircons, 50 gp each) and An archway leads from this short cor- one golden-yellow gem (topaz, 500 gp). ridor into a formal ballroom (3). This The corridor (h) leading north from the room is lit by 4-inch-diameter discs kitchen is made of the same nondescript (magicked with Continual Light spells) gray stone. The room at the end (8) mounted on the walls in the corners and seems to be a barracks. There is an 80% in the center of the east and west walls chance of finding a band of eight orcs (places marked “X”). searching this room. (AC6; HP: 8,8,7,6, The ballroom floor is of highly pol- 5, 4, 4, 3; D/A 1-8.) Each orc is carrying ished marble with a gold vein throughout 2-12 ep in a pouch. All the cots and bed- (the gold cannot be removed). On the ding in this room have been overturned walls are five large tapestries depicting and generally disrupted. There are sev- various knights doing heroic deeds. The eral swords and items of armor: two tapestries are slightly moth-eaten and, There are no chairs in the room. A gigan- chain mail, one plate mail, a long sword though they are rather large, they are not tic chandelier has fallen from the ceiling (non-magical) and a short sword (+2). If collector’s items. They are worth (at the onto the table at about its midpoint. It the adventurers make a more diligent very most) 50 gp each. may be noticed that there is quite a bit of search of the mess, there is a 60% chance Leading from the ballroom are six gold on the chandelier. If the party is for one character to find a gold ring. archways. A corridor in the southeast enterprising enough to remove all the (Roll percentile die for each searcher; part of the room (a) is lined with shiny, gold from the chandelier, the task will the lowest roll under 60 determines who rust-colored tiling on the walls. There is take approximately 2½ hours to com- finds the ring. If all rolls are over 60, the moss-green flagstone on the floors. plete, and the gold obtained will be ring is not found. It is a Ring of Fire Flagstone is rather noisy to walk upon; worth 1,000 gp. But during that time, Resistance.) therefore, a party increases its chance of three bugbears will discover the group The door in the north wall opens into a attracting wandering monsters to 2 in 6 (AC5; HP: 21,18,13; D/A 2-8). There is a corridor (i) which is of the same gray while in this area. 2/3 (1-4 on d6) chance that the party will stone, although a well-worn path (lighter This rust-colored corridor leads to be so engrossed in gold-picking that the in color than the surrounding area) General Bohica’s trophy room (4). Tak- stealthy bugbears will initiate the attack. seems to have been trod here. There are ing up the entire south wall is a hanging On the eastern wall of this room is a deep (fresh) scratches running the length made from the skin of a red dragon portrait of General Bohica in full military of the hallway, leading to the double (which, in reality, Bohica had help in kil- uniform. He is an imposing figure, with doors at the north end of the hall. These ling). A rug made from a huge white bear heavy brows over dark, brooding eyes. marks give the impression that some- is on the floor, and scattered throughout These eyes seem to follow every move- thing heavy was recently dragged from the room on display are a pair of stuffed ment in the room. There is no magic or the barracks to and through the doors.

38 MAY 1982 Those double doors open into the sta- first-mentioned result had occurred. Container 7: Symbol (mean- bles (9). The gouging on the floor con- Also to be found on the desk is a large ing “cure wounds”) shown at tinues across to the doors on the east brass key on a leather strap. This key left. Four doses of a pinkish wall. There are water and feed troughs may be useful to the party in the future, fluid which cures 1-8 hit points along the east and west walls. Close in- but at the time of its discovery, any char- of damage per dose. spection will reveal hay in some troughs acter who places or ties the key about his Container 8: No symbol. Contains one and water in others. The area has an ap- or her neck or waist will suffer the follow- huge pearl valued at 500 gp. pearance suggesting that the east doors ing side effects after 30 minutes of wear- Container 9: Symbol (mean- were left open by some hastily departing ing it: (1) a great tiredness will overcome ing “anti-potion”) shown at left. inhabitants of the castle. the character, causing him or her to at- This clear liquid is an anti-po- In the stalls at the extreme east and tempt to slow the group’s progress and tion mixture (three doses) which west along the north wall of the stables movement, and (2) the wearer of the key will reverse the effects of the are the lairs of two huge spiders. (AC 6; becomes somewhat paranoid — specifi- contents of any other container. HP: 15 (west stall), 13 (east stall); D/A cally, he or she thinks another member Container 10: Symbol (mean- 1-6, save vs. poison.) Each spider guards of the party (determined at random) has ing “hair”) shown at left. This a treasure of six platinum pieces. Dis- been taken over by a doppleganger and milky gray fluid will cause hair turbing either lair will alert the other is out to destroy the group. The wearer of to grow wherever it comes in spider, who will come forth and join the the key will even go so far as to quote contact with flesh (including the attack. folklore and legend about the infamous tongue). The room (10) adjacent to the stable is doppleganger in order to prove his point. Container 11: No symbol. The con- a smithy’s shop. There are two large an- Within six rounds after it is removed from tainer holds hundreds of long, silky vils here, and many different tools hang- around the neck or waist, the key’s side strands of (apparently human) hair. ing from the walls. There is nothing ex- effects will be gone. The key and its strap Container 12: No symbol. This jar is traordinary about this room. may be carried in a pocket or pouch full of insect legs. The area adjacent to the smithy’s shop without harm to the carrier. The key The corridor (c) leading out the north- is the garden (11). This area has no ceil- cannot be removed from the leather east wall of the ballroom is tiled in ma- ing and looks dry and untended. There strap, and the entire apparatus will ra- genta. At the end of a 30-foot hallway is a is a well in the northwest corner. A pail diate magic if detected for. door which opens into what appears to with about 30 feet of rope tied to it rests Along the south wall of the room is a be a music room (13). A number of finely on the edge of the well. Lowering the pail shelf upon which rest twelve containers. made instruments, all seeming to be in into the well will alert five large spiders These containers are corked and are not mint condition, are displayed in this (AC 8; HP: 9, 7, 6,5,5; D/A: 1 point and transparent. It is impossible to guess the room. The adventurers may recognize save vs. poison at +2) that live in the well contents by shaking the bottles because one lute, three harps, one mandolin, and about ten feet below the rim. These spi- of the thickness of the ceramic from a Fochlucan bandore. The bandore is ders will rush to the top of the well in one which they are constructed. The only the only instrument with magical proper- round and will attack anyone or anything way to discern what is inside is to spill, ties; however, a bard is the only charac- within reach. The well does contain wa- dump or taste the contents. Several of ter who will be able to distinguish that ter, which can be obtained if the bucket the containers have symbols inscribed instrument from the others. is lowered 25 feet inside the rim. thereon. Any thief will have a percent The corridor (d) which leads north A careful search of the surrounding chance equal to his or her level to de- from the ballroom is lined with bronze- garden will reveal nothing of value, but code each symbol (roll for each contain- colored tiling. Several tiles have symbols will cause a giant scorpion (AC 3; HP: 37; er separately). Note: Do not show the of inlaid ivory, with the following designs D/A 1-10/1-10/1-4, poison sting) which symbols until a roll for understanding is repeated three or four times each: lives in the vines and overgrown bushes successful. in the northeast section to attack the adventurers. Container 1: Symbol (mean- The section of the corridor (j) which ing “explosives”) shown at left. leads past the stable and the garden is Inside is a clear red liquid. It will made of the same gray stone and is not explode internally if imbibed, unusual in any way. causing 2-8 points of damage. One short hallway (k) branches off and Container 2: No symbol. It contains leads to a staircase spiraling down to a mare’s sweat. lower level, while another (l) leads to an Container 3: No symbol. Hippogriff oddly shaped room (12). In an alcove in feathers are inside. the northeast corner of this room is a cot Container 4: Symbol (mean- and a wooden chest. Along the west wall ing “sex change”) shown at left. of the room is a large desk strewn with This is a greenish, milky liquid sheets of parchment. Diagrams and un- which, if taken internally, will familiar scribbles abound on most of the change the sex of the person parchment sheets. A leather cylinder (50 drinking it. Taking a second gp) lies on the desk. Inside is a scroll dose will not reverse the effects, containing a spell (Dispel Magic). If the but a Dispel Magic spell might spell is utilized by a character other than (20% base chance, plus 10% per a magic-user, or a magic-user who is not level of the spell caster). able to use a third-level spell, one of the following three things will occur: 70% Container 5 No symbol. Human blood chance of user being stunned for 1-6 is inside this vessel. turns; 20% chance of amnesia for 1-6 Container 6: Symbol (mean- turns; or 10% chance of permanent in- ing “poison”) shown at left. A sanity. A saving throw vs. spells, made at blue, milky liquid which is poi- -2, will negate the insanity effect, leaving son (save vs. poison or die if the user stunned for 1-6 turns as if the taken internally).

D RAGON 39 All are symbols denoting royalty. The 12: Two broken legs and 3-18 several wooden carvings of animals door leading to the north is made of fine points of damage. (worth 100 gp total); a small jade statue wood banded in highly polished brass, (This table applies to animals as of a man in a squatting position (200 gp); and also contains one rendition of each well as humans.) and several miniature carvings such as a of the symbols. The room to the north The east corridor (n) leads to a door mahogany frog, an ebony fly (magical), (14) has ivory tiling on the floors and which is not locked but appears swollen an ebony lizard, and a mahogany spider. walls, and marble columns line the walls. and is very difficult to move. Opening it There are also two ornately decorated In the northern part of this room there is will require several shoulder hits by a pewter plates, worth 150 gp each, prop- a raised dais about four feet high. On this character of not less than 16 strength. ped up at the back of the shelf. Also con- dais are two huge, ornately carved When the door does come open, there is tained here are several books and tomes, thrones. A large rat holding a long sword a 70% chance that the character doing all well-known literary works of the time. is lounging upon each throne. These the pushing will fall into the room — a None are magical in nature and none creatures are obviously wererats, and 30-foot pit which contains three feet of have any appreciable value. they will attack the party as soon as pos- water. (Use the same damage table as for Above the fireplace is a large mantle. sible. (AC 6; HP: 21, 16; D/A: 1-8.) Once the pit trap in the previous corridor, with Over the mantle, a large coat of arms is the wererats have been dealt with, party +1 to the die roll.) mounted on the wall. It is carved of heavy members may search the room. Also behind the drapery in the throne wood and is colored gold with red bands Behind the thrones on three sides of room in the northwest corner on the west crossing it at the top and bottom. A duck the dais is a heavy purple drapery which wall is a secret door. It appears to be part is depicted in the middle of the design. reaches from ceiling to floor. There is of the wall. Even if detected, it will not Two bastard swords in scabbards are approximately 1½ feet of space between open until the first and third pegs from mounted to either side of the coat of the drapery and the wall. Pegs are evenly the west wall are grasped, pulled and arms. There are carvings on the hilt and spaced along these walls. Two doors are then pushed firmly. This will cause the scabbard of each sword, but they seem located behind the drapery on the north door to swing open easily — but if it is to be ornate rather than rune-like. The wall. Each of these doors leads into a not held open, it will swing shut just as sword on the left is a magical (+3) sword. separate corridor. The west corridor(m) easily and then must be re-opened. The The sword on the right is also magical, leads to a false door. Trying to move it secret door leads into a 30-foot corridor but not beneficial: As soon as it is drawn will open a trap door in the floor beneath (o) running north and south, with anoth- from its scabbard, it will cause the char- it, dropping all party members within 20 er secret door in the southwest corner. acter holding it to attack the nearest oth- feet of the false door into a pit 20 feet This latter secret door need only be de- er character, at +1 to hit, for 1-6 rounds deep. This pit is 10 feet wide by 20 feet tected and pressed firmly to cause it to before it can be dropped. The victimized long and contains about four feet of wa- open. character may defend him or herself, or ter at the bottom. Roll for damage from It swings open into a huge den (15) may move away from the wielder so that the pit on the following table, using d12: filled with comfortable furniture, with a another character nearby draws the 1-3: No damage. large fireplace in the northwest corner. sword’s attention. 4-6: 1-4 points of damage. There is a large, plush couch, two com- No ashes are in the fireplace, although 7-8: Broken foot and 1-8 points fortable chairs, a large table with four there are tools on either side, and a pile of damage. matching chairs, and an aquarium in the of logs in a small niche to the left of the 9-10: Broken leg and 1-8 points room. A section of shelves on the east fireplace. (Another niche on the right is of damage. wall contains a number of figurines: a empty.) 11: Two broken feet and 2-16 gold statue about one foot tall worth Inside the fireplace at the back is a points of damage. about 800 gp; an ivory elephant (100 gp); secret door about five feet high. If the

40 MAY 1982 door is discovered, it can be opened In the other urn are about 100 small within 5 feet of the ledge, the imp will simply with a firm push. Behind the door silver-colored balls. Although this con- animate and say the following riddle: is a sleeping ogre (AC 5; HP: 29; D/A: tainer has no lid, the contents cannot be 1-10). There is a base 50% chance, going seen by peering into it because of the A narrow fellow in the grass up to 65% if the swords above the mantle small neck of the urn. As soon as one of Occasionally rides are examined, that any group searching the balls is removed or touched, it will You may have met him — did you not, the den will cause the ogre to awaken burst and set off a reaction among the His notice sudden is and enter the den through the secret others, causing them to all burst within door to attack. If the ogre doesn’t attack the next five segments. This causes no The grass divides as with a comb earlier, it may be surprised when its immediate harm but releases a delayed- A spotted shaft is seen chamber is entered. There is a 35% action poison into the room. All who re- And then it closes at your feet chance the ogre will remain asleep when main for two rounds after the end of the And opens further on the secret door is opened. reaction (2% rounds after the first ball is Another secret door is on the east wail disturbed) must save vs. poison after or Several of nature’s people of the den, concealed as a section of fall into a comatose sleep. Anyone re- I know, and they know me; bookcase, and will be revealed as a door maining in the room six rounds after the I feel for them a transport only if triggered. In order to trigger this end of the reaction (including those who Of cordiality door, the left-hand pewter plate must be fall asleep) must save vs. poison or die. removed from the shelf, uncovering a Characters who make the first saving But never met a fellow, keyhole behind it. The key for this lock throw will fall into a comatose sleep if Attended or a/one may be (or perhaps has already been) they fail the second save, and will die if Without a tighter breathing found in the wizard’s laboratory (12). they are not removed within three more And zero at the bone. Turning the key in the lock will release a rounds. spring latch, and the door will open. In a drawer at the bottom of the ward- (“The Snake,” by Emily Dickinson) This secret door opens into a majestic robe is a tray lined with velvet. In the bedroom (16). This is obviously the mas- tray’s twelve compartments are the fol- If the subject of the riddle is guessed ter bedroom of the General. Its lavish lowing items: (1) alkanet root, (2) bitter immediately, the imp turns to stone furnishings include an intricately carved aloe, (3) asafetida, (4) ash leaves, (5) again. If no one says the answer (“a ebony bed, a similarly carved wardrobe, camomile, (6) catnip, (7) gum camphor, snake”), the imp will spit poison at one and a dry sink with a porcelain basin. (8) blue flag, (9) nutmeg, (10) juniper character per round, starting with the In one corner of the room stand two berries, (11) horseradish, and (12) china nearest intruder. If the victim fails to save ceramic urns. One has a lid and is slight- root. Also in this drawer is a small jewel vs. poison, he or she will take 7-12 points ly smaller than its companion. This urn case with a heavy gold-chain bracelet of damage right away and 1-4 points per contains dried flowers. If the container is (worth 250 gp) inside. hour afterward. A Neutralize Poison spell opened, a spray of spores will be re- Seen through the 20-foot-wide portal will halt the loss of hit points. leased. Anyone within a ten-foot radius (e) to the west of the ballroom is a foun- The only items of value in this room must save vs. spells or have an amnesia- tain room (17), done primarily in indigo- are the jade-colored tiles (which are ac- like malady for 1-4 hours. A character colored tile, with jade-colored tiles sur- tually jade) covering the ledge around who is so affected will refuse to leave this rounding the fountain and forming a the fountain. Removal of all the tiles will room willingly for the duration of the ef- ledge about 2 feet high. In the center of require three hours of careful work, and fect, because this room is the only refer- the fountain is a statue of a grinning imp. if the party attempts this task, they will be ence point in his or her mind. As soon as at least one character comes attacked after one hour by a party of six

D RAGON 41 bugbears. (AC 5; HP: 23, 21, 18, 17, 15, “known,” quarters (20). This room has a treasure.” The mimic cannot and will not 13; D/A: 2-8. Roll d4 to determine from huge bed in its center and a feminine- be of any further assistance. It will not which of the four entranceways they at- looking dressing table on one wall, two attack except in self-defense. tack.) Each bugbear has on its body a large wardrobes on another, and a dry The secret door in this room may be pouch containing 1-12 gp. sink on still another. A large gold chest opened by sliding a portion of wall to the The corridor leading from the center stands in one corner. (Close inspection east into a slightly thicker section of wall. of the north wall of the fountain room will reveal that it is not really gold.) The The hallway thus reached is a nondes- leads to the armory (18). This room is full bed is surrounded by a gauze curtain cript one which leads only to another of all types of armor and weapons. There held in place by a ring directly over the door. are two suits of leather, one set of chain bed. White furs (total value 200 gp) are Inside that door is a room (22) deco- mail, and one suit of splint mail all lying strewn over the bed itself. rated all in black tile. The totality of the on the floor in pieces. There are one Inside the dressing table is a large se- blackness causes these walls to absorb crossbow, a short bow, ten quivers of lection of silken lingerie, some of which light, allowing a character or creature to arrows, two long swords, three short is quite daring in design. All of the linger- see only ten feet ahead. Even magical swords, and five daggers also strewn ie has the smell of roses; at the back of light is so absorbed. Those who investi- about the room. In one leather pouch are one drawer is a small pewter bowl (20 gate the room will eventually discover it ten darts. A morning star, a footman’s gp) containing fragrant dried rose pe- is entirely empty. There is no difficulty flail, a throwing hammer, and a halberd tals. There is also a small vial of a fra- entering the room or moving within it. all hang along the south wall. grant oil in the same drawer. But, when a character tries to leave (via In the northwest corner stands a suit of In one wardrobe are feminine clothes the door in the west wall), he or she is splint mail holding a long sword. If either (very musty) and in the other is mascu- immediately teleported to another room. this armor or this sword is touched, the line clothing, including some military The room (23) that characters are tele- figure will animate and attack (AC 4; HP: uniforms. ported into is made of the same gray 30; D/A: 1-8). It may be “killed” in a nor- In a drawer at the bottom of the ward- stone as most of the rest of the castle. mal manner, in which case the armor is robe is a small pouch containing juniper The room is illuminated by two 3-inch destroyed, or it can be “defeated” by the berries. There is also a smallish locked discs (Continual Light spells) in the north- use of Dispel Magic. In this case, the chest of wood. It contains a golden orb, west and southeast corners. There are armor may be utilized by one of the approximately palm-sized. (A layer of no visible exits. A six-foot-tall obelisk, party. gold paint can be scraped off, revealing a shaped like a three-sided pyramid, stands This suit of armor stands in front of a lead sphere of no worth.) in the center of the room. On each side concealed door. Any elf in the group of In the gold-colored chest are dirty are three numbers, positioned as shown adventurers will have a 60% chance of clothes. The chest has a false bottom below: spotting this door once the armor has which will spring open if pushed slightly moved from its resting place. This door and then released quickly. Beneath the leads to a seemingly dead-end corridor. false bottom is a small gold chest con- There is a secret door at the north end taining some jewelry: one ruby set in a which can be opened only by pushing gold brooch (1,000 gp), a pair of emerald against the bottom within one foot of the earrings in silver settings (500 gp), and floor. (The door is hinged at the top and an emerald choker (1,000 gp). The ruby swings both ways.) in the brooch can be removed, revealing Once that door is opened, the party a tiny vial which is empty. will be looking into a 40-foot-square There are two tapestries on the north room (19). Immediately opposite on the wall. One covers a secret door, which north wall is another door. Against the can be easily opened if it is detected. The center of the east wall is a treasure chest. corridor beyond leads into the treasure The only way this chest can be reached room (19). is by walking along the centerline of the Leading west from the fountain room room from the west wall to the east wall. is a corridor tiled in emerald green. The Anyone who heads directly for the chest door at the end of this hallway opens into from any of the doorways will cause the a large room (21). The first thing noticed floor to open up, dumping the charac- when the door is opened is a tall creature ter(s) into a pit of water 20 feet down, which resembles a lion with wings and a causing 2-8 points of damage per char- human-like head. This is located about Along the north, east and south walls acter. This trap covers a 20-foot-by-30- ten feet inside the room — and as soon are three large wooden chests. The one foot area of the room, as outlined on the as the door is opened, it will emit a deaf- on the north wall contains a crown of map, and affects any character within ening roar. All within 30 feet must save gold with a huge diamond in its center. that space when the trap is sprung. vs. fear (as against a wand) or flee in Gems radiate out from this diamond: The chest is bolted to the floor and will panic for three turns. This is only a statue four rubies, four emeralds and two remain in place even if the floor is rotat- of an androsphinx with a Magic Mouth aquamarines. The crown is ornately ed. It is also wizard locked. If the chest is spell cast on it. Party members who etched and edged in platinum. It is worth opened, the party will find two diamond make the saving throw will see the statue 10,000 gp. The chest on the east wall bracelets (2,000 gp each), two ruby rings for what it is, but will not be able to offset contains a silver tiara. It has a diamond in (1,000 gp each), and a total of 500 cp. the fear effect of the characters who fail its center with radiating lines etched The door on the north wall opens into the save. The statue emits only one roar. outward from it. It is worth 4,000 gp. The a corridor which leads to the secret al- There is a large wooden table on the third chest contains a total of 500 pp. cove behind the fireplace in the den. The west wall of this room. It is a mimic of the The obelisk is the key to transporta- second secret door, like the first, is smaller, more intelligent variety (AC 7; tion out of the room. The outline of the opened by pushing against the bottom. HP: 43; D/A: 3-12). If it is detected and number “1” on each side must be traced The corridor leading from the north- then given food, it will divulge a limited with a finger or other implement. One east corner of the fountain room is tiled amount of information, such as: “There side, at random, will then fall outward 45 in silver. At the end of the hall is a door is a secret door in the southwest corner degrees and stop. The obelisk is hollow. which opens into the General’s public, or of the room leading south. It leads to Etched on the floor inside it is a circle.

42 MAY 1982 Three sharply pointed daggers are em- clockwise, it will release a latch on a se- tom. This gas will cause confusion for bedded in the interior walls of the obe- cret door, which can then be pushed anyone in the room who does not save lisk, about midway up each side. They open. vs. spells. Confused characters will do appear to be spaced to meet as the three This secret door opens into a corridor one of the following things for 1-3 turns: sides close together. A person is tele- (t) which, after 20 feet, turns both east (1) Lose sense of direction. ported from the room by stepping into and west. Going east along the corridor (2) Forget the mission. the circle. The open side of the obelisk leads to another hallway (p), which goes (3) Think everyone else in the will then snap shut; however, teleporta- north and south. room is an enemy. tion occurs instantly, thus causing the This passageway leads south to a very (4) All of the above. daggers to stab into thin air. Any person large room (26), lavishly furnished in (5) All of the above, twice normal teleported out of this room will reappear gold and white. There are several plush, duration. in the corridor outside the black room, at comfortable sofas, three furs (200 gp (6) Extreme drowsiness for 1-2 the spot he or she would have reached each) on the floor, and two globular turns. by going through the door out of the lamps (50 gp each). A poisonous snake If the top is lifted off the box, a golden black room (if that were possible). has coiled itself up behind one of the orb will be found. The gold can be Leaving the ballroom from the corri- couches and waits there for some un- scraped off, revealing a silver-colored dor in the southwest corner (f) will take suspecting adventurer. (AC 5; HP: 25; ball with an almost invisible seam around the party through a flame-colored hall- D/A: 1-3 plus poison.) it, where it may be opened. The silver is way. After rounding the first corner, the There are two statues of women, in the thick, making the ball fairly heavy. Inside party comes upon a stairway which de- northeast and northwest corners of the the ball is a hollow space in which rests a scends about 40 feet over the 90-foot room. These statues seem to be of pure gold-colored ring (a Ring of Invisibility). distance, then turns and leads into In the southeast corner of the lounge another chamber. is a door opening into a corridor (q). The This room (24) is the Ceremonial stone of the floor here is highly polished. Chamber. On the north wall is a semi- Two rooms, (28) and (29), open off the circular dais which can be ascended by east side of this corridor. They are iden- several steps all along its edge. In the tical in shape and size. There are femi- center of the dais is a pit with a rope nine decorations in the southern room, ladder leading downward. This ladder is as well as two more displacer beasts (AC spiked to the floor at the southernmost 4; HP: 38,33; D/A: 2-8/2-8; -2 on oppo- edge of the pit. Anyone who remains in nents’ “to hit” rolls). There is nothing the room for more than ten minutes has a else of interest in the room. 30% chance of hearing moans issuing In the north room there is a girl. She is from below. The rope ladder extends very beautiful, and claims to be one of down for 30 feet. The pit is about 10 feet the General’s harem. She will say that he square and of indeterminate depth. turned the other harem girls into gold When a character descends to the bot- but missed her because she successfully tom of the ladder, he or she will find a hid from him. She will ask to join the pool of water 25 feet further down. group. She does not know where the Mi- Branching off a corridor at the north- das Orb is hidden, but she feels that per- east corner of the Ceremonial Chamber haps the General is still alive. She claims are two filthy cells. In the first (A) is a to have heard the screams and shrieks of hideous creature with one sensory or- a man being tortured, but has never gan stalk and two tentacles. The room is found the source. She says that she filled with offal, and any who open the knows of the General’s wizard, and that door will be blasted with an odious smell. he (the wizard) has been gone for a very (The creature is an otyugh. AC 3; HP: 39; long time. If the group accepts her, she D/A: 1-8/1-8/2-5, 90% chance for typhus will elude them at her earliest conven- if bit.) ience. (She is, in fact, the wizard, em- In the northernmost cell (B) is an en- gold and are perfect replicas of beautiful ploying polymorph self and charm per- raged creature. Its thrashing and door- young girls. (They are pure gold; howev- son spells.) If the adventurers should opt beating can be heard up to 40 feet away. er, if even one nick is made in either to attack her, “she” will become invisible It is an eight-foot-tall humanoid creature statue, it will explode, doing 2-16 points and escape the area. with the head of a bull. (This is a mino- of damage to anyone within a ten-foot The room at the north end of the corri- taur. AC 6; HP: 38; D/A: 2-8 butt vs. op- radius. At the instant of the explosion, dor (30) is a bathing area. The room is ponents over 6’, or 1-4 bite vs. those less the gold of the statue will turn to stone.) tiled in white except for the baths, which than 6’.) The door on the west side of this are tiled in blue. There are two small lounge opens into a boudoir (27). In the holes on the north wall of each bath (for LOWER LEVEL center of the room is a large circular bed. the pouring of water into the baths). The first room of the lower level (25) is A gauze curtain encircles the bed. In- There are several small furs on the floor what appears to be the lair of three dis- truders in this room will see movement but they are rather ragged and a little placer beasts (AC 4; HP: 40,34,17; D/A: behind the curtain. On the bed is a giant moth-eaten (worthless). Should anyone 2-8/2-8; -2 on opponents’ “to hit” rolls.). scorpion. (AC 3; HP: 33; D/A: 1-10/1- venture too close to the eastern bath, a Once these creatures have been dealt 10/1-4 poison sting.) There are shelves huge spider (AC 6; HP: 13; D/A: 1-6, save with, characters will notice this room is a carved into the walls of the room on the vs. poison at +1) will attack. well-stocked wine cellar. Shelves on the north and south. On the south shelf sits Another room (31) branches east off east, south, and west walls hold more an ebony coffer, approximately 10 inches the main north-south corridor going than 500 bottles of vintage wine. There is on each side, with ornate carvings on it. north from the lounge. A black, oily sub- a 65% chance for anyone examining the It seems to be upside down, as there is a stance covers the floor here. Investiga- wine bottles to find one near the center line around it about 2 inches from the tion will show this is actually some sort of the south wall that cannot be removed bottom. If the entire coffer is picked up, a of crude oil. If the party sets it on fire, it from the shelf. If this bottle is rotated gas will pour from tiny holes in the bot- will burn for about twenty minutes or so,

D RAGON 43 and increase the chance for a wandering monster to 2 in 6 during that time. In the center of the room is a trap door. The handle has broken off, so the group will have to pry it open. Accomplishing this will disclose a pit approximately 5 feet by 5 feet across and 10 feet deep. There is a locked chest at the bottom of the pit. It has handles on each end for lifting. If the chest is lifted out of the pit, an enraged spectre (AC 2; HP: 47; D/A: 1-8 plus energy drain; +1 or better weapon to hit) will emerge from beneath. In the chest are 500 pp. At the north end of the corridor, down a flight of low, broad stairs, is a room (32) with a pool of water covering the entire northern part of the floor. Bubbles are coming from the north side of the pool. The water escapes by flowing under- neath the steps leading into the pool. There are a number of urns lining the walls, but close inspection will uncover nothing of value. Leading south from the southeast corner is a passageway which runs into an east-west hallway (s), the only fea- tures of which are two small holes near the floor on the south wall. These are used to fill the baths in the bathing room. ture chamber opens into a tunnel (v) sim- through cracks and holes in the ceiling. Moving west from the corridor from ilar to the southern tunnel. It slopes Members of an adventuring party must the wine cellar leads to a huge room (33). downward gradually until it divides and save vs. poison or be overcome by these This room has whips, a rack, chains and turns both east and west. At this point, odors. A narrow ledge encircles the pit. other types of equipment commonly as- low heat can be felt from both directions. Anyone peering through the smoke and sociated with torture. There is a huge To the left, the tunnel bends around to haze has a 50% chance of spotting a heavy chair with straps on the arm rests the south. As soon as an adventurer goes small tunnel exiting the room on the and the legs situated on the north wall. in that direction, a red glow may be seen north wall. This chair conceals a door (which is and the heat increases with each step This tunnel slopes steeply downward simply a sliding panel of rock). There are taken in that direction. and becomes very narrow. It winds heavy stocks concealing another similar The room (36) itself contains a lava pit around to a room (39) with a pit in the door on the south wall of the room. A in the center, with only a three- to five- center. If anyone lowers him or herself shallow pool of murky water is in the foot-wide walkway around the edge. The over the edge, fierce snarls and growls center of the room. Directly above it, lava is boiling furiously, with sulfurous will emanate from the bottom. The pit about 25 feet overhead, can be seen the smoke exiting through cracks in the high curves downward for twenty feet into the end of a rope ladder dangling from over- ceiling. The whole room is lit by the darkness, making it impossible to see to head. By looking further up, characters glow, and there is a 70% chance that a the bottom from the rim. When someone may be able to discern a hole in the ceil- small tunnel may be seen through the reaches the bottom, the noises will be ing. In the pool lurk four giant leeches haze leading out to the southwest. All discovered to be just a Magic Mouth (AC9; HP: 17,13,9,5; D/A: 1-4 and blood who enter the lava room must save vs. spell. There is a small room at the bottom drain). poison or be overcome by the heat and of the pit with a pile of one dozen black The south tunnel (u) gets progressive- oppressive atmosphere. balls, approximately palm-sized. If the ly smaller until it is only four feet wide The tiny tunnel heading southwest balls are scraped, one of the following and ten feet high. At the end of the tunnel from this room winds around to the north consequences will occur (roll d12) for are two doors. The north door is locked and opens into a room (37). On the far each one: and has a small grate near the top for wall is a huge cloth covering and appar- 1-6: The ball explodes, causing ventilation. Inside the room (34), in ently containing a rather large, motion- 2-12 points of damage to the near- chains, is an emaciated old man in a less, lumpy shape or shapes. If the cloth est character. loincloth. From his wild ravings, it can be is pulled down or moved, twenty gold 5-11: The ball is made of stone. determined that he is (or at least thinks balls will rain down from the ceiling. All 12 (or, for the last ball examined he is) General Bohica, but he will offer persons in the room must roll for dexteri- if a 12 has not yet been rolled): The no other information, due mostly to his ty (their own dexterity or less on d20 to ball is the Midas Orb. mental incapacitation. save) or be hit by the balls for 1-6 points The Midas Orb does not radiate magic, The door leading to the southern room of damage. Each of the spheres has a so it must be tested (by using it) to en- (35) is slightly ajar. If the party becomes 50% chance of exploding when it hits sure that it is the real Orb. more engrossed in the north cell initially, someone, causing an additional 2-12 As the group leaves this area, they will they will be attacked from the south cell points of damage to that figure. The Mi- encounter the Mad Wizard, who may by a creature standing eight feet tall, das Orb is not among these spheres. also be very angry, in the large torture with a brownish-black combination of The tunnel leading off to the right of chamber. If Wthai can be overcome by fur and feathers. (This is an . AC the branch snakes around to a room (38) the adventurers, the success of the quest 5; HP: 32; D/A: 1-6/1-6/2-12 and hug for with a lava pit in its center. The lava is is assured and the return of the Midas 2-16.) bubbling and smoking, with the smoke Orb to the country and the people of The door in the north wall of the tor- and most of the noxious vapors escaping Gnarda can be accomplished.

44 MAY 1982 D RAGON 45 46 MAY 1982 Convention schedule WARGAMERS WEEKEND, May 21-23 — This event will be held will stage this event at the Kitchener-Waterloo Regional Police in the DAV Hall in Newburyport, Mass. For details, contact The Association Recreation Centre in Kitchener, Ontario, Canada. Toy Soldier, 20 Unicorn Street, Newburyport MA 01950. Contact: Les Scanlon, President of M.I.G.S., 473 Upper Went- worth St., Hamilton, Ontario, Canada L9A 4T6. CWA-CON, May 21-23 — One of the big gatherings sponsored by the Chicago Wargamers Association. The new location this GENGHIS CON IV, June 4-6 — To be held at the Aurora year is the DuPage County Fairgrounds in Wheaton, III. Atten- Student Center of Metro State College in Denver, Colo. More dees can preregister for events at the GEN CON® XV Conven- information is available from the Denver Gamers Association, tion in August and get immediate confirmation. For more in- P.O. Box 2945, Littleton CO 80161. formation: CWA-Con ‘82, P.O. Box 217, Tinley Park IL 60477. DUNGEON QUEST I, June 4-6 — This gaming event will be REDLANDS FANTASY GAMING CONVENTION, May 22 — To held at O’Hara High School in Kansas City, MO. Registration is be held on the Redlands High School campus. For more details, $3 per day or $7.50 for the weekend at the door. For details: contact the Redlands High School Chess & Wargames Club, Dungeon Quest I, 10505 E. 94th St., Kansas City MO 64138. c/o Gil Volk, Advisor, at 540 E. Citrus Ave., Redlands CA 92373. NORTHERN NEW ENGLAND GAMING CONVENTION, June CONQUEST III, May 28-30 — SF author Norman Spinrad will 11-13 — This new event will be held at Southern Maine Tech in be the guest of honor at this gaming event, to be held at the South Portland, Maine. For more information, contact Maine Continental Hotel in Kansas City, MO. Contact: CONQUEST III, Games, 10 Exchange St., Portland ME 04101, or Dragon’s Keep, P.O. Box 32055, Kansas City MO 64111. 93 Ocean St., South Portland ME 04106. GRIMCON IV, May 28-31 — A fantasy and SF gaming gathering GEN CON® EAST II Convention, June 17-20 — Widener Col- to be held at the Oakland Hyatt House, Oakland, Calif. More lege in Chester, Pa., is the site for this second annual TSR information is available by writing to GRIMCON, P.O. Box Hobbies-sponsored event. An extensive schedule of gaming 4153, Berkeley CA 94704. competitions is offered, including a wide range of official AD&D™ tournaments created especially for the convention. LASERCON, May 29-31 — The site for this gaming convention Guests of honor will include AD&D creator E. Gary Gygax, is Griswold’s Inn, 1500 S. Raymond, Fullerton, Calif. For details, peerless painter Duke Seifried, and fantasy artist Tim Hilde- write to Fantasy Events, Box 987, Campbell CA 95009. brandt. Preregistration fee is $7, and admission is $12 at the door. More information is available from GEN CON East II, P.O. M.I.G.S. Ill, May30 — The Military Interests and Games Society Box 756, Lake Geneva WI 53147, phone (414)248-8050.

D RAGON 47 ed elsewhere by diverse means, and good. They hate salamanders and will some have travelled to other planes of attack them on sight. Firetails and fire Firetail their own whim, for greater firetails may elementals tend to ignore each other. Plane Shift themselves and 1-6 lesser Greater firetails can use the following firetails (in a group) once per day. spells, cast as though they were spell- Created by Ed Greenwood Such groups are short-lived (thus casters of the 14th level: Plane Shift (see stranding lesser firetails in unfamiliar above), Remove Curse, Heal, Feeble- FREQUENCY: Rare / very rare planes), for firetails are creatures of mind, Maze, Fire Trap (all once per day), NO. APPEARING: 1-6/1-2 whim and independence. Usually soli- and Fireball (once per turn). When spell- ARMOR CLASS: 6/2 tary, they prefer the company of their casting, they can take no other action. MOVE: (flight) 14”/19” own kind to that of other creatures. Oc- Firetails take no damage from heat- HIT DICE: 4+4/9+9 casionally they will take a companion, and fire-based attacks, but suffer +3 per % IN LAIR: Nil which may be almost any sort of crea- die additional damage from water- and TREASURE TYPE: Nil / Gems only ture. Firetails have accompanied others cold-based attacks. Their fiery bodies (25% chance) of their kind, pegasi, sylphs, elves, and can be disturbed (preventing them from NO. OF ATTACKS: 2/4 even humans. Although they never forget spellcasting or attacking for one round) DAMAGE/ATTACK: 1-6/1-12 friends, firetails may suddenly ignore a by strong, sudden winds (such as the SPECIAL ATTACKS: Heat/Heat, magic familiar being, depart for a time and re- magical Gust of Wind). They blaze from use turn without discernible reason, or even fiery orange to blue-white, varying in- SPECIAL DEFENSES: Nil / +1 or better break off combat and attempt to befriend tensity, hue, temperature, and pattern of weapon to hit an opponent. coloration as a means of communica- MAGIC RESISTANCE: 40% / 90% Firetails tend to take sides in conflicts, tion. Their flames do 1-6 or 1-12 points of INTELLIGENCE: Average / Genius and may wreak great havoc or do much damage (depending on type) upon con- ALIGNMENT: Chaotic neutral tact, and will ignite flammable materials SIZE: S (2-4’ long) such as parchment and cloth. PSIONIC ABILITY: Nil Once every three rounds a firetail may Attack/Defense Modes: Nil blaze intensely for a few seconds, so that one of its attacks in that round does an The firetail appears as a frolicsome, additional 1-12 points of damage, its fey creature of living flame, which loops great heat damaging all items within ½” and darts dazzlingly in the air and is re- that fail a saving throw. puted to employ magic. Only the “great- Some firetails on the Prime Material er firetail,” or tshala (listed to the right of Plane have accumulated hoards of twink- the slash marks in the table above), ac- ling gems, tending to take stones of fiery tually casts spells, but the two species color which catch the light. are outwardly identical. When they reach very old age (400 The firetail originates on the Elemen- man-years), firetails burst, producing 1- tal Plane of Fire, where it is Uncommon/ 4 lesser firetails, or (20% chance) 1-2 Rare, but some few have been transport- greater firetails.

Umbrae appear as humanoid-shaped Curse is cast upon the body within one shadows upon walls, floors, and other turn. Umbrae surfaces, wherever they can find light Umbrae are unaffected by direct at- (the brighter the better). Umbrae are not tacks against their form; only the sha- Created by Theresa Berger undead; their origins and motives are dows of weapon or spells attacks will obscure, though their characteristics harm them. Thus, a warrior would have FREQUENCY: Very rare suggest a source on the Negative Mater- to “strike” an umbra with the shadow of NO. APPEARING: 1-6 ial Plane. his or her sword, and a mage could en- ARMOR CLASS: 3 Umbrae “feed” upon humanoids by snare an umbra with the shadow of a MOVE: 18” striking a victim’s shadow with their Web. Weapons do normal damage if HIT DICE: 4 “hands” or with what appear to be the their shadows hit, but no strength bo- % IN LAIR: Nil shadows of weapons. They attack as if nuses or magical damage bonuses ap- TREASURE TYPE: Nil the target had a base armor class of 10, ply. Umbrae are immune to any attack NO. OF ATTACKS: 2 and only magical or dexterity bonuses form which does not cast a shadow of DAMAGE/ATTACK: 2-5 improve this (i.e., Bracers of Defense itself. SPECIAL ATTACKS: See below would give no benefit, but +2 Armor or a Opponents facing umbrae for the first SPECIAL DEFENSES: See below Cloak of Displacement would raise the time suffer a penalty of -4 “to hit” due to MAGIC RESISTANCE: Standard target’s AC to 8). Each hit upon the vic- unfamiliarity with the necessary attack INTELLIGENCE: Non- to semi- tim’s shadow damages the victim and forms, and will inflict only “accidental” ALIGNMENT: Neutral evil causes his or her shadow to fade slightly damage until they recognize the proper SIZE: M (4’-6’ tall) (an effect which lasts until the victim is approach. Opponents improve by +1 in PSIONIC ABILITY: Nil healed). Any humanoid whose shadow each succeeding encounter with umbrae, Attack/Defense Modes: Nil/lmmune (and life) is consumed by an umbra will until no penalty is incurred on the fifth to psionic attacks become an umbra unless a Remove and subsequent encounters. (Monks ad-

48 MAY 1982 the sphere and will be able to attack normally. Dispel Illusion, Mind Blank, and True Seeing stop the effects of the light pattern, as does the use of a Helm of Telepathy. Once the creature begins to use its colored-light attack, there is only a 5% chance per round thereafter that it will discontinue that form of attack. The creature has the ability to maintain the pattern despite all attacks directed at it, or any damage it takes short of death. If the lights are negated by some means or the worm ceases to maintain the sphere, the monster will immediately return to biting or it will disengage. It generates a +1 on first bite, then -2 for each addition- sphere of light once every 12 hours. al bite, cumulative) or die in 1-8 minutes. If more than one light worm is encoun- Light worm There is no known antidote for this poi- tered, and more than one uses the col- son, although Slow Poison and Neutral- ored-light attack, victims must make sav- ize Poison spells are effective. ing throws against each sphere of lights. Created by Willie Callison The bite, however, isn’t the creature’s If a victim is affected by more than one most potent weapon. There is a 35% sphere, each at full strength, the effects FREQUENCY: Very rare chance per round that the light worm will are cumulative. NO. APPEARING: 1 (75%) or 1-3 create a sphere of colored lights around Light worms are immune to Sleep, ARMOR CLASS: 6 its victims. The diameter of this hypnotic Charm, Hold, and Illusion spells of any MOVE: 6” sphere is 20 feet, and the monster can strength or form. Snakes to Sticks will HIT DICE: 4 cast it at a range of 120 feet. During the stun the creature for 1-3 rounds, cancel- % IN LAIR: 40% first three rounds of its use, all in the ling the light pattern in use at the time. TREASURE TYPE: I, Y affected area are dizzy (-2 “to hit” per Cold- and heat-based attacks do double NO. OF ATTACKS: 1 round, cumulative). In rounds 4 and 5, damage if the creature fails a saving DAMAGE/ATTACK: 1-6 the victims will have become so dizzy throw, normal damage otherwise. The SPECIAL ATTACKS: See below that no forms of attack are possible, and worm’s magic resistance does not apply SPECIAL DEFENSES: See below it will be a struggle merely to keep their to cold- and heat-based spells, or to MAGIC RESISTANCE: 75% (see below) feet. After six rounds of continuous ex- spells which negate the light pattern. INTELLIGENCE: Semi- posure to the lights, those affected will The light worm looks very much like a ALIGNMENT: Neutral fall unconscious for 11-20 minutes, dur- giant snake, but there are several distin- SIZE: L (7’-10’ long) ing which the light worm will devour its guishing features, The worm’s coloring PSIONIC ABILITY: Nil prey if left undisturbed. is black on the underside and alternating Attack/Defense Modes: Nil A saving throw vs. spells at -2 is al- bands of violet and light blue on top. The lowed during the first round of the worm’s head is that of a normal snake, except for These creatures are usually found mental attack; those who make the save two small bumps above the eyes that singly in dungeons and similar subterra- will suffer only the dizzying effects of the may have been or may yet evolve into nean settings. The light worm’s principal first three rounds, with the correspond- horns. Along the beast’s underside are weapon is a very poisonous bite. Victims ing penalties “to hit.” After three rounds, two rows of small stubs which are appar- must make a saving throw vs. poison (at they will shake off the hypnotic effects of ently the vestiges of some sort of “feet.” just more rapidly due to their training; they suffer only a -2 penalty on their first encounter, and no penalty thereafter.) Umbrae inflict damage only when they strike, and never simply when the vic- tim’s shadow overlaps an umbra. Such contact causes discomfort to the victim; thus, umbrae cannot hide in the shadow of a living creature without alerting it. They have a 100% chance of hiding in the shadow of an inanimate object, and they surprise on a 1-5. Generally, umbrae will not attack un- less distinct shadows are present, and they are harmless in areas of complete darkness or diffused light. However, they can and will follow intended victims until a well-lit area is reached. An umbra will continue to attack until it has entirely consumed a shadow (and slain the vic- tim), or until it is killed, in which case any surviving umbrae are 80% likely to flee. Despite their great affinity for light, umbrae are never found above ground.

D RAGON 49 Tybor

Created by Jeff Brandt tybor can cast both Haste and Slow spells (no saving throw for either type) FREQUENCY: Very rare four times a day. NO. APPEARING: 1 It is rumored that the feathers of the ARMOR CLASS: 0 tybor are magical in nature, but only if MOVE: 48” plucked from a live creature. (DMs are HIT DICE: 10 encouraged to make some of the feath- % IN LAIR: 20% ers small magical tokens; for instance, a TREASURE TYPE: I, S, T feather might grant the owner the ability NO. OF ATTACKS: 3 to use a Haste spell 3 times a week with- DAMAGE/ATTACK: 2-8/2-8/3-18 out the aging side-effect. But not all SPECIAL ATTACKS: See below feathers from a single bird should be SPECIAL DEFENSES: See below magical.) MAGIC RESISTANCE: 50% The tybor have their own language, INTELLIGENCE: Genius but never use it in communication with ALIGNMENT: Neutral other creatures. They know the tongues SIZE: M (6-7’ tall) of all birds and flying reptiles, and have a PSIONIC ABILITY: Nil limited form of telepathy whereby they Attack/Defense Modes: Nil can communicate with most humanoids. If the tybor is encountered in her lair, The tybor are a race of flightless birds possible. Tybor are able to employ there is a 60% chance there will be 1-3 that, when running at maximum speed, magic-user spells at the 20th level of abil- eggs (worth 7,000 gp apiece on the open seem to “float” above the ground without ity. They can use nine 1st-level spells, market) in the nest. The tybor will let no touching it. Males are never encoun- eight 2nd-level spells, seven of the 3rd one near the eggs, defending the nest tered, and females are always solitary. level, six of the 4th, five of the 5th, four of until death. The tybor attacks physically with its the 6th, three of the 7th, two of the 8th, The tybor has a purple crown and tail. two claws and a beak slash. Its magically and one of the 9th level during any given The majority of the body feathers are sharp beak is +3 to hit. However, it pre- day. (Spells should be determined ran- orange with a sprinkling of green. The fers to use its spell-casting ability in domly by the DM for each individual head is blue with red around the edges combat (or to avoid combat) whenever creature.) In addition to these spells, the and a bridge of green above the beak.

50 MAY 1982 New AD&D aid: Monster Cards

You wouldn’t know it from the artwork displayed on the down to the size of the card,” Harold recalls. The various drag- following two pages, but appearances can be deceiving where ons and demi-human races are examples of other cases where the new ADVANCED DUNGEONS & DRAGONS® Monster the Monster Manual entries had to be drastically condensed Cards are concerned. and streamlined. The cards, the latest release in TSR Hobbies’ line of accesso- The trimming was always done with a certain purpose in ries for the AD&D™ game, each feature a full-color painting of mind. “The information on the cards is designed to make them the creature in question, backed with a set of statistics and a valuable for use during encounters,” says Harold. “The DM can description. And although those descriptions look a lot like the just pull out the card and have the facts he needs right at hand.” descriptions already contained in the Monster Manual, that At other times, as Harold points out, it may be necessary to refer doesn’t mean they are the same. to the Monster Manual listing for details that don’t generally Harold Johnson, Editorial Supervisor for the TSR Games apply to encounter situations. “The cards are not useful if division, was the director of the monster-card project — which you’re trying to design a village,” Harold says, as a short way of is to say that it was his problem to decide how to trim down and defining their purpose. “massage” the text from the book. In the process of scaling The cards come in sets of 20, and obviously more sets are down the descriptions to fit the limitations of a 3-by-5-inch forthcoming besides these first four. But it took quite a while to card, Harold and his staff also took the opportunity to make create and produce the first 80 cards, and it might be quite a some corrections and clarifications on the material. while longer before all of the 350 creatures in the Monster What we’re trying to say is that the text on the cards can be Manual — not to mention those in the FIEND FOLIO book— are valuable and informative, even to someone who’s memorized represented. A second group of four sets is tentatively sche- the Monster Manual. And in addition to the tidbits of new (or duled for release in 1983, according to Harold, and those sets newly phrased) information on already existing monsters, each will include “several monsters” from the FIEND FOLIO book. of the four initial sets of Monster Cards contains three never- How was it decided which creatures would be included in the before-encountered creatures — official AD&D monsters, just first sets? It’s obvious, after glancing at the list for each set, that like those in the Monster Manual and the FIEND FOLIO™ Tome. the choices were motivated by a desire for variety within each “I asked the Design Department to create some new mon- 20-card set. “The opposite tactic would have been to do a set sters, to fill some niches in the game,” says Harold. Then he with all the giants, a set with all the dragons, and so on,” said selected what he thought were the best of the available offer- Harold. “Maybe some of them (the sets) would be popular, but ings, and the dozen newcomers were parceled out among the maybe some others wouldn’t be.” four sets. For the record, the new monsters and their creators Artists who contributed to the project include Jim Holloway, are: Zorbo (Allen Hammack), Grippli (Brian Pitzer), and Mishtu Harry Quinn, , Steve Sullivan, Dave LaForce, Dar- (Dave Cook) in Set 1; Galeb Duhr (Mike Price), Land Urchin lene Pekul, , , and . The por- (Brian Pitzer & V.J. Koffler), and Thri-Kreen (Paul Reiche III) in traits they painted are shown on the next two pages, in dimen- Set 2; Sea Wolf (Lawrence Schick), Tunnel Worm, and Wemic sions one-third as large as the actual cards. (both by Dave Sutherland) in Set 3; Hybsil (Dave Sutherland), Korred (Harold Johnson), and Obliviax Moss (Lawrence Schick) in Set 4. Already existing monsters whose descriptions were signifi- cantly altered, either for the sake of clarity or correctness, include (among others) the Anhkheg and the Treant in Set 1; Examples the Roper and the in Set 2; and the Grey Elf and the Mummy in Set 3. The Vampire, in Set 4, is a prime of cards, example of the other kind of alteration that was performed, to some degree, on virtually every piece of text. The vampire’s 90% of description is one of the most lengthy and detailed passages in actual size the Monster Manual; “It wasn’t easy to cut that information

FQ: Rare ROPER #E: 1-3 AC: 0 Ropers live in caverns preying on all types of creatures, but prefer- MV: 3” ring humans. They are gray and cigar-shaped and look like a HD: 10-12 stalagmite when standing up and resemble a boulder when lying %L: 90% down. See below Ropers attack by biting and by shooting, 2”-5”, one strong, sticky AT: 1 strand+1 bite rope-like strand per round. A roper has up to six strands. Each DM: Special/5d4 time a strand of a living roper touches (hits), the victim must save SA: Strength drain vs. Poison or lose 50% of its strength in 1-3 rounds. If poisoned SD: See below twice, a victim becomes helpless, his strength zero. Strength loss MR: 80% lasts for 2d4 turns. A roper will pull captured prey 10’ closer to its IN: Exceptional mouth each round and may then bite it automatically. A strand AL: Chaotic evil can be broken, by palling it off (equal to the character’s chance to SZ: Open Doors) or by cutting it with an edged weapon for 6 points of Nil damage. Ropers are unaffected by lightning, take half damage from cold, but fire is +4 to hit and a roper takes +1 point/die of L/XP: VlI/2,750+16/hp* damage and is -4 on saving throws against fire. Ropers have a gizzard-like organ which often holds treasure — usually 3d6 platinum and may (35%) hold 5d4 gems. MM 83

D RAGON 51 52 MAY 1982 D RAGON 53 The winnah and still champeen — Father Time!

Rules for aging in RINGSIDE

by Mark Schumann process, determine each combatant’s Game” rules allow retirement after 10 starting age by adding 16 to a roll of 2d6, fights or three consecutive losses. To “You’re not getting older — you’re get- reading all sixes as threes. This permits represent the chance that a fighter will ting better.” starting ages of fighters in the campaign come to his manager with the bad news, Telling that to a housewife may sell to range from 18 to 26. After each game add the number of fights finished by the vitamins. Telling it to a boxer may get year is completed (or, alternately, after boxer to the final bell (not counting the you a mouthful of leather. the fighter’s random birthday), make all ones in his head) to five times his popu- Experience in the ring is a valuable characters one year older. When a fight- larity rating (plus or minus); and subtract asset to any pugilist. But too much can er ages past 28, make these adjustments: this from one half of his age. (NOTE: be just as harmful as too little: Every fight- Subtracting a negative number from a er lives with the knowledge that sooner Agility: -2 per year positive number is the same as adding or later Father Time will catch up with Counterpunch: -1 per year two positive numbers.) Roll percentile him when the bell sounds. Endurance: -1 per year dice after each fight, taking into account This aspect of the sport can easily be recent changes in popularity. If the dice added to Brian Blume’s RINGSIDE™ “A Winner Never Quits” roll is less than or equal to the required game (DRAGON™ #38). The RINGSIDE Often a new or unsuccessful fighter, percentage, the boxer goes to his man- “Campaign Game” enables players to disappointed at his lack of achievement ager and asks to retire. Then the manag- manage a stable of fighters for months or in the ring, will think about calling it er must decide whether or not to accept years. To reflect the inevitable aging quits. The original RINGSIDE “Campaign the resignation. If the boxer is allowed to

54 MAY 1982 quit, he is removed from play and a new Ali. If a fighter wishes to come out of fighter may be started in his place. If not, retirement, allow a percent chance equal CRITICAL INJURY TABLE the beleaguered prizefighter hangs on to 75% minus twice his last Popularity 01-90 no injury, proceed to Step II for 1-4 (roll d4) more fights. Then anoth- rating that he quits after his first fight, 91-95 D loses 1-6 Endurance points (no er check is made; if the fighter again due to lack of conditioning, loss of the points scored for A) and checks wishes to retire and the manager decides “killer instinct”, etc. for knockdown in addition to to not accept the retirement, the fighter normal damage has 1-4 more bouts and then must retire. Show Biz 96-98 Knockout Some boxers are natural “crowd pleas- 99 Knockout; D is out of action for Disability ers.” Ali, for example, never failed to 1-6 months A boxer’s career can be interrupted, or draw a crowd, whether or not the match 00 Knockout and possible career- even ended, by injury during a fight. To was any good. Beginning with a fighter’s ending blow — see subtable add this possibility, roll on the following fourth match, determine his “show biz” SUBTABLE table whenever a 00 is rolled during the bonus by rolling 1d4, treating a roll of 4 01-10 death or permanent disability determination of hits in Step I. as a 0 result. The modifier is added to the 11-20 disability for 1-4 years fighter’s Popularity rating at a half-point 21-50 disability for 7-12 months Last Hurrah? per fight rate, so a boxer with the maxi- 51-00 permanent loss of 1-10 Endurance A truly realistic game must allow for mum +3 modifier would not gain the full points (minimum 1) multiple retirements — a la Muhammad bonus until his ninth fight.

D RAGON 55

by Conrad Froehlich Indians. The Jo-ga-oh are divided into three subgroups: the Gan-da-yah of the Among the Iroquois Indians of New fruits and grains, the Ga-hon-ga of the York, there exist a number of tales con- rocks and rivers, and the Oh-do-was (or cerning the “little people.” These elf-like Oh-dan-was) of the underworld. beings, called Jo-ga-oh, are given power to serve nature with the same authority The Gan-da-yah as the greater spirits. Such nature spirits The Gan-da-yah are the most beloved drive rivers, move through the trees, by the Iroquois of all the little people. dance alongside the clouds, alter the Their task is to guard and advise the land with the season changes, and are fruits and grains.. They are the “elves of concerned with the daily events of the sunshine.” During spring the Gan-da-

D RAGON 57 GAN-DA-YAH GA-HON-GA OH-DO-WAS

FREQUENCY: Rare Rare Very rare NO. APPEARING: 1-10 3-18 5-30 ARMOR CLASS: 7 7 7 MOVE: 12” 9” 9” HIT DICE: 1+1 2 1 % IN LAIR: 5% 15% Nil TREASURE TYPE: R P, X(x3) Nil NO. OF ATTACKS: 1 1 1 DAMAGE/ATTACK: By weapon By weapon By weapon SPECIAL ATTACKS: +2 with bow See below +4 with bow SPECIAL DEFENSES: Nil Nil Nil MAGIC RESISTANCE; 50% 80% 30% INTELLIGENCE: Exceptional Very Genius ALIGNMENT: Neutral good Chaotic good Lawful neutral SIZE: S (3’ tall) S (3’ tall) S (3’ tall) PSIONIC ABILITY: Nil Nil Nil Attack/Defense Modes: Nil Nil Nil

yah live in dark, sheltered places and talk earth until the following spring. at the edges of streams, and are the to the ground so they may hear the com- The Gan-da-yah can use any druid promise of rain. The hollows are care- plaints of the growing seeds. When sum- spell from the first four levels, and the fully scooped up and dried on a fragment mer comes, they roam across the fields, magic-user spell Polymorph Self, at will, of bark in the sun, becoming the “dew ripening the fruits and tinting the grains, acting in all cases as an 8th-level spell- cup charms” which are placed in long- and telling all growing things to seek the caster. All Gan-da-yah encountered will houses to attract the Gan-da-yah. There sun. Their work begins with the straw- carry a dagger, and 60% of all individuals is a 15% chance per day that the Gan-da- berry plant, which is a special gift to will have either a short bow or a spear as yah will come looking around a house- men. After the frost has left the ground, well (50% chance for each). They wear hold where the charm is used. the Gan-da-yah loosen the ground a- either padded or leather armor. If en- The Ga-hon-ga have strength equal to round each strawberry root so that the countered in a lair, females and young a stone giant, and can throw and catch shoots can easily push to the surface. are equal to 100% and 40% of the male rocks with the same degree of ability. If They shape its leaves to the sun, turn the population respectively; otherwise, fe- encountered in an area where good- blossoms upward, and lead runners to males comprise 20% of a group. sized rocks are not in easy supply, they new growing areas. will carry their own. They also are armed An old tale tells of when the fruits were The Ga-hon-ga with daggers and sometimes spears first brought to the earth. An evil spirit The Ga-hon-ga, the guardians of the (30%). For river travel, the Ga-hon-ga captured the strawberry plant and hid it stream, live in rock caves near rivers, and use magical canoes which will, at times beneath the earth for centuries. It was though small in size are possessed of of need, fly into the air with a single finally freed by a spy sunbeam who gigantic strength. They are able to pull stroke of the paddle (acting as a Carpet brought it back to the sunny lands where up the largest of trees with a single twist of Flying). The Ga-hon-ga can control it has thrived ever since. Fearing another of the hand, and throw massive rocks fish with the same power as a Trident of assault, the Gan-da-yah continue a spe- into the rivers (to lift the waters when Fish Command, and they can Control cial guard over their favorite fruit. floods threaten). These beings often visit Weather as a 12th-level druid. Females When the first fruit comes out on the men in their dreams, to lead them into and young are found only in lairs. vine, the Gan-da-yah guard it from the their caves and challenge them to feats attacks of evil insects and mildew. They of strength such as playing ball with The Oh-do-was always keep watch over the fields while rocks, with the Ga-hon-ga frequently The most wise and mysterious of the they ripen, and are constantly at war with throwing the “balls” high out of sight. little people, the under-earth dwellers, the blights and diseases that attempt to For this reason they are known as “Stone are the Oh-do-was of the darkness. Sel- infest and kill corn and beans. Throwers.” dom do men recognize them in the The Gan-da-yah can take on various The Ga-hon-ga also watch over the gloom. They hold jurisdiction over the forms for safety and guidance, often vis- fish, instructing them, directing their sunless domain beneath the earth, where iting the longhouses of the Indians in the movements, and providing shelter in live the creatures of darkness, and the shape of birds. If a Gan-da-yah appears their deep-water caves, if the fish are be- prisoners that have offended the regions as a bat, a symbol of the union of light ing chased by merciless fishermen or of light. and darkness, it indicates some life-and- confused in the whirl of a flood. The Ga- The Oh-do-was dwell in a dim world death battle close at hand; if one appears hon-ga will free fish caught in traps with forests and broad plains, abound- as an owl, watchful and wise, the mission when they deem it wise. They decide if a ing with the types of animals usually is one of warning; if one appears as a season is to be fruitful or barren, and found in those environments. Though all robin, it carries good tidings. The most frequently punish abuse or negligence who dwell here wish to escape, all are harmless insect or worm may be carry- of nature with famine. told to be satisfied and live where Fate ing an important message from the Gan- When drought occurs, the Iroquois has placed them. Among the mysterious da-yah, for “the trail is broad enough for will travel far into the forests to search underground denizens are white buffa- all.” With the coming of fall and winter, for signs of the Ga-hon-ga. These signs loes, who attempt many times to reach the Gan-da-yah are safe, hiding in the are little cup-shaped hollows in the mud the sunlight and gallop with their brown

58 MAY 1982 brothers over the plains, but the path up night are wary of these little people, for is guarded. At times they try to rush sometimes offensive intruding creatures through in a large group, but the Oh-do- are captured and taken to the under- was gather their hunters to thin out the world. The animals cannot expect to be unruly herds with arrows. It is said that a ransomed by the guardians of the light, red cloud in the heavens is a sign to the for no Jo-ga-oh ever questions the ac- Indians that this hunt is on. The people tions of another. rejoice that the Oh-do-was are watchful and brave in keeping order in the world. The Oh-do-was are armed with either short bow and dagger (60%) or spear Other captives of the Oh-do-was are (40%). For every five Oh-do-was in a venomous reptiles and creatures of death band there will be one magic-user (roll which hide in the deep shadows. Despite d6 for level: 1-2 = 4th, 3-5 = 5th, 6 = 6th). the great size of these creatures, it is not For every 15 encountered there will be often that the Oh-do-was are unable to an additional magic-user of 8th (roll of throw them back from the door to the 1-4) or 9th (roll of 5-6) level. If there are light world. Sometimes one will escape, over 25 in a band, their leader will be a whizzing out into the darkness, and 12th level magic-user. There is a 5% spread its poisonous breath across the chance per level for each magic-user forests, creating a pestilence that kills that the individual will have a usable all. The other monsters, jealous of the magic item. escape, seek areas where springs sprout from the surface and poison the waters. The Jo-ga-oh can never be surprised. Where a deep root has pushed its way All of the little people are described as into the underworld in search of water, pale yellow in color and are completely they tear it with their fangs, which des- dressed during all times of the year. troys the earth tree. Such happenings Leggings, breechclout and a cape are are rare, for the Oh-do-was would not worn by males. Females wear knee- willingly allow death to escape to wreak length skirts to which is added a large its vengeance on their friends. skin cloak in bad weather. Different At certain times, the Oh-do-was will names are given to the little people by visit their relations on earth. They will other Iroquois tribes. The Onondagas hold festivals in the forests at night and call them Che-kak-eh-hen-wah, “Small use circles under deep wood trees, where People” or “Little Men”; the Mohawks grass refuses to grow, for dances. They know them as the Yah-yo-nen-us-yoks, enjoy the soft rays of the moon but are “Stone Throwers”; the Tuscaroras call blinded by the sun. The animals of the them Ehn-kwa-si-yea, “No Men At All.”

D RAGON 59 by Gary Gygax gory brings assumed additional areas of Science ©1982 E. Gary Gygax Special Knowledge. Knowledge scores Section 5, Infiltration (see new bureau All rights reserved above 00 (100) bring an additional Spe- description below): Disguise cial Knowledge area (beyond 6) for each The amount of skill in a particular All agents in the TOP SECRET® game 10 points or fraction thereof over 100. Special Knowledge area determined to are special. They have a highly danger- The agent selects his or her first Spe- be in an agent’s repertoire is determined ous profession, a profession requiring cial Knowledge Area as appropriate to in the same manner as for other areas of great courage and skill and special his or her Bureau Classification. Any Knowledge, by dice roll. An agent will knowledge. Agents are well educated, other areas are rolled for on the table have a Special Knowledge score for and those worthy of the name have spe- below, with any duplicates re-rolled until each area, whether or not that area is cialized training as well. In order to re- a different area is indicated. specified as one in which the agent has flect this specialized training, it is neces- 01-08 Burglary (+10% to chances in this superior ability. In cases where know- sary to add new areas of special know- area) ledge of a non-superior nature is indi- ledge to your TOP SECRET game rules. 09-16 Criminal Investigation (+10% etc.) cated, the agent’s Special Knowledge 17-24 Demolitions (+10%, etc.) score in that area is equal to half of his or Special Knowledge areas 25-32 Disguise (+10% for impersonation her Knowledge score (rounded down). Each agent will have one or more et al.) No bonuses to the chance of success are areas of Special Knowledge. Agents with 33-40 Espionage/subversion (+10%, ever given in areas of non-superior knowledge of a superior sort in these etc.) knowledge. special areas are assumed to have had 41-48 Forgery/counterfeiting (+10%, agency or law enforcement agency train- etc.) New Bureau: INFILTRATION ing appropriate to their Bureau Classifi- 49-56 Insurgency/counter-insurgency lnfiltrators are agents whose job it is to cation. In order for an agent to change (+10%, etc.) become part of some group or organiza- from one section to another, the required 57-64 Mimicry (+20% to voice imper tion in order to ascertain the goals, aims, Special Knowledge must be possessed. sonation et al.) and secret activities of the group or or- The number of areas of Special Know- 65-72 Police Science (+10%, etc.) ganization. By whatever means these ledge possessed by an agent depends 73-80 Safe cracking (+10%, etc.) agents become accepted by the group or upon his or her Knowledge score. A 81-00 Player’s choice of above organization, and at the very least they score of 01-50 gives the agent 1 Special secretly report to Administration, relat- Knowledge area; 51-60 = 2 areas; 61-70 = Required Special Knowledge areas ing all the pertinent information gath- 3 areas; 71-80 = 4 areas; 81-90 = 5 areas; For Section 2, Investigation: Criminal ered. Infiltrators might eventually be 91-00 = 6 areas. Investigation called on to subvert or destroy the group An increase in Knowledge sufficient to For Section 3, Confiscation: Burglary or organization or otherwise disable it. move the agent to a higher-ranked cate- For Section 4, Assassination: Police SECTION 5 — Infiltration Experience points Level Description necessary 1 Snitch 0 2 Foist 1,000 3 Inside man 2,500 4 Plant 4,000 5 Ringer 6,000 6 Contact 8,000 7 Insinuator 11,000 8 Penetrator 14,000 9 Subversive 17,000 10 Infiltrator 20,000 10,000 experience points per level above 10th, i.e. an 11th-level infiltrator has 30,000-39,999 exper- ience points, a 12th level has 40,000-49,999, and so on.

60 MAY 1982 TABLE OF MISSIONS Infiltration Bureau BASE 100 point BASE $25 BRIEFING WITHHELD POSSIBLE EXPERIENCE BUREAU MISSION BUREAU HUMAN INFOR- INFOR- COMPLI- MISSION POINTS BONUS PAYMENT BONUS INVOLVED MATION MATION CATIONS Infiltration 500 X $50 yes Foreign agency 500 + $25 & Ø, P, Q F, G, R S L, M, T, U Political group* 400 + $15 Ø, P, Q I, R, S K L, N, O, U Criminal group** 300 + $10 & A B, Q E, I, R G, O, V Student group 200 A, B, P I, S K O, U Street gang 100 B, Ø, Q E, I, R, S I, O, V Passing on Secret Information 50 $20 sometimes D, Q F, S M, W Identification of Group Leaders 25 each & $10 each & yes F, S M, T, U, V, W Revealing Secret Plans 100 $40 & sometimes D F, G, S K, M T, U, W Disabling Major Group Function 200 & $40 sometimes K, L, O, T, U, V Subversion of Group 400 & $60 & yes L, O, T, U, V Destruction of Group 300 $50 & yes K, L, O, T, U, V * — Includes religious cult groups. ** — Those of an organized, sophisticated nature, as opposed to most street gangs.

TABLE OF MISSION KEYS & — Only agents working this mission Ø — Nature and size of group. T — Counter-intelligence activity. for the INFILTRATION BUREAU may P — Group acceptance requirements. U — Publicity and/or government claim this bonus. Q — Special identification, signs, investigation. A through O — as per “Table of Mis- passwords, and/or rituals. V — Vendetta by members or sion Keys” in TOP SECRET rule book, R — Special tests or rites. associated group. page 12. S — Consequences of discovery. W — False information planted.

D RAGON 61 Definition of agent missions by government, police, or public activity, impossible for 1-10 missions Infiltration — The entry or joining of a or to physically disable it by destruction 86-89 Agent(s) concerned must either group in order to better understand it or of individuals and/or material objects. retire or change to a different discover its true objectives and aims. Destruction is permanent, although a Bureau (if knowledge permits) Foreign agency group infiltration per- similar group under a different name or 90 Agent(s) so compromised and tains to organizations of a hostile or non- identity might thereafter be formed. Re- well known that total retirement hostile government, whether of a police, vealing information can lead to destruc- is necessary espionage, governmental, or other func- tion of a group. tion. Political group infiltration pertains V: Vendetta by Members to foreign or domestic political organiza- New Complications or Associated Group tions, activist groups, terrorist groups, Four new areas of complication (T, U, Dice and extremist/elitist groups and includes V, W) are offered here, in addition to the roll Vendetta political-religious and religious cults. five (K, L, M, N, O) given in the rules. 20 or No information which can be. Criminal group infiltration applies to or- They may be added to the missions giv- less found leads to the agent(s): ganized crime associations, smuggling en in the rules as the Administrator sees so vendetta is dropped rings, and criminal “brotherhoods.” high- fit. 21-50 One agent (the most active ly organized gangs, etc. Student group The chance for complication is deter- during mission) is suspected, infiltration pertains to organizations of mined as stated in the rules. so assassination attempt will politically active foreign or domestic col- occur in 1 to 10 weeks lege or university students (and often fa- T: Counter-Intelligence Activity 51-70 All agents concerned are known, culty) involved in subversive or anti- Dice and attempted assassinations establishment activity, terrorism, etc. roll Complication will occur in 1 to 10 weeks Street gang infiltration applies to the 30 or Identity of agent(s) responsible 70-80 Bureau is also known, and in penetration of a large, organized urban less becomes a prime goal of addition to agent(s) assassina- gang of young persons (with possible group concerned tion, headquarters will be adult leadership) involved in drug deal- 31-50 Agent(s) identity discovered bomb attacked ing, killings, extortion, and other crimi- and dossier circulated 81-87 Agents involved in assassination nal activities. 51-70 Agent(s) put on extermination list attack in 1 to 10 weeks, and Passing on Secret Information — To opponents also cause Publicity discover and relay the data obtained and Government Investigation from penetration of a group. Information to be begun/renewed obtained must be heretofore undisco- 88-90 Full-scale vendetta will begin vered. It may be of a verbal or material Next month: and last indefinitely, with nature. Transmission may be by tele- Bureau agents assassinated phone, radio, written message, etc. or eliminated whenever known Identification of Group Leaders — To Another new and continuing attacks by arson discover and relay, by message or in and bombings on all headquar- person, the principal leaders of a group. TOP SECRET® ters wherever discovered These identities must have been pre- viously unknown or suspected, and data W: False Information Planted must be detailed and include photo- adventure Dice graphs or sketches, descriptions, names, roll Plant background information, and so forth, 50 or False information non-critical as appropriate. less with respect to balance of data, Revealing Secret Plans— To transmit, and attempt will take place in but no monetary bonus paid by any means, plans of an important na- 1 to 10 weeks by Bureau because of it ture which the penetrated group wishes 71-85 Extermination list extends to at 51-70 False information only delays to keep secret, and by so doing either least one level above agent(s) usefulness of remainder, but prevent the successful fulfillment of the as well as to agent(s) no Bureau bonuses of any sort plans or reveal the true nature of the 86-90 Bureau penetrated and are given because of it group, or both. double agent insinuated, so all 71-80 Information useless, and all Disabling Major Group Function — To Bureau missions will be com- experience and payment for destroy individuals or equipment physi- promised (target and objective mission are forfeited cally, mentally, or otherwise, or to make known to accuracy of 10-90%; 81-87 Agent discovered due to passing some important plan, purpose, aim, or 0 = mission not discovered of false information; goal of the penetrated group known, so by double agent) until agent attempted extermination as to result in the group being incapable discovered and eliminated 88-90 False information used to cast of adequately functioning in the area for doubt on whether agent(s) in- a period of time commensurate with the U: Publicity and volved are loyal or turncoat(s) overall nature of the group. Disablement Government Investigation and/or double agent(s), so un- must be for some very important pur- Dice less special steps to prove pose or for a period of time not less than roll Publicity loyalty are successful, agent(s) one month. 40 or Bureau of agent(s) hinted at, but deemed ineffective and must Subversion of Group — To alter the less no real data exposed and retire permanently infiltrated group by the agent’s presence little harm actually done so as to make it much less dangerous, 41-70 Cover-up successful, but change its purposes to more acceptable agent(s) concerned must oper- What more can be said, except to keep areas, or actually become a tool of the ate in foreign (to own Bureau your collar turned up and your hatbrim agent’s masters. and as concerns mission nation) turned down.... Until we meet in a safe Destruction of Group — To cause the area for 1 to 10 months house somewhere, or duel across a ba- infiltrated group to disband, fall apart 71-85 Unfavorable results; awarding carrat table, may the spirit of 007 be with due to discord or pressure, be broken up of any and all Bureau bonuses you!

62 MAY 1982 lowing modify the AT’s “to hit” roll for round for the temporary damage point Without a weapon each pummeling attack: equalling the creature’s hit point total. (Continued from page 15) Attack on DR’s rear +2 Temporary damage repairs itself at a DR overborne, prone* +4 rate of 1 point per round once the crea- normal attack by the intended target will DR surprised +2 ture hit has withdrawn from combat. automatically miss one pummeling at- DR stunned, entangled, tack for each time the AT is hit, possibly slowed or immobilized Strength damage bonuses: Charac- losing all opportunity to attack in that by grapplers +2 ters and NPC’s receive their normal round. This does not apply for hits scored AT invisible, displaced +2 strength bonuses (or penalties) for pur- creatures other than the intended target, DR invisible -4 poses of computing damage. Monsters but would apply to a magical attack such DR displaced, otherwise for which strengths are not given receive as Burning Hands used in lieu of a wea- hard to locate -2 no strength bonus. pon attack by the DR. An AT must elect AT employing to attempt a pummeling attack at the be- pummeling weapon +1 Monster size bonuses: Monsters that ginning of a round. * — Not cumulative with rear attack do not get a strength bonus (see above) bonus or entangled/immobilized bonus. may receive a bonus or penalty based on Number of attacks: Characters and the size of the creature. Size here is used NPC’s make the normal number of at- Damage: Basic pummeling damage is as a rough approximation of strength, tacks per round for their class and level. 1-6 points, regardless of the nature of the weight, and overall power. Small crea- Creatures able to use pummeling at- pummeling attack. Damage is modified, tures are -2 to damage; medium-sized tacks make as many attacks per round as however, as explained below. Pummel- creatures have no adjustment; large crea- they have limbs that make normal at- ing damage is 25% actual and 75% tem- tures receive a +3 bonus, and very large tacks that can be used to pummel. A troll, porary. In practice, every fourth point of creatures receive +7 to damage. which normally gets 3 attacks, would get damage inflicted is actual (normal) dam- only two pummeling attacks, represent- age, in a series as follows: 4,8,12,16,20, Armor class adjustment: The armor ing the troll’s two normal claw attacks. 24,28,32,36,40, etc. Thus, 22 points of class of the DR, insofar as it represents a The bite attack could be taken normally pummeling damage is 5 points actual capacity to protect the DR from pummel- in the same round, but would do normal and 17 points temporary. As explained ing damage once a hit has been scored, damage. Generally, attacks by arms, for the DMG system, temporary damage subtracts from the damage scored by the legs, and tentacles can be pummeling is added to total actual damage, and if pummeling attack. The DM will have to attacks, but attacks by horns, bites and the total equals or exceeds the creature’s decide for certain creatures whether that the like cannot be. total hit points, the creature is rendered creature’s armor class is the result of unconscious for as many rounds as there agility (in which case it would not mit- Special pummeling modifiers: (These are temporary damage points beyond igate pummeling damage) or real armor- also apply to grappling attacks.) The fol- the creature’s hit point total, including 1 like toughness. The adjustments are:

D RAGON 63 Natural AC of -8 or better -8 to damage age an opponent. Damage occurs only 9”. The adjustment is -2 for the AT and +1 Natural AC of -4 to -7 -6 incidentally during the struggle in most for (because of) the DR, for a net adjust- Natural AC of 0 to -3 -4 cases. Overbearing occurs when one or ment of -1. Natural AC of 1 to 3, more grapplers succeed in throwing a For purposes of the speed modifica- plate, splint, or held opponent to the ground. tion only, the following movement rates banded armor -3 apply for armored figures: Natural AC of 4 to 5, The basic grappling attack: An AT Unarmored, padded armor, or chain, ring, scale armor -2 must roll a hit on the normally applicable leather armor: 12” (or normal move- Natural AC of 6 to 8, combat table against AC 5 in order to ment rate). leather or padded armor -1 score a grappling hit. As for pummeling, Chain mail, ring mail, or scale Natural AC of 9 to 10, dexterity adjustments, magic that affects mail: 9” (or 75% of normal). no armor 0 armor class, shields, and special armor- Plate mail, splint mail, banded Special damage bonuses: class bonuses can modify the basic AC armor: 6” (or 50% of normal). AT employing 5. Shields are worth -3 to AC, rather than Plate mail being worn, and figure pummeling weapon +1 the usual -1. Natural armor class, armor, is heavily encumbered: 3” (or 25% AT is a monk +½ per level, and armor equivalents are not counted. of normal). (round down) The AT’s “to hit” roll is made with normal Generally, a heavily encumbered fig- adjustments, including strength bonus, ure moves down one place on the list, The size multiplier: These rules come if applicable, as per pummeling rules. unless the load is dropped before combat. into play only when the AT is at least two Grappling attacks always occur after size classes different from the DR. The normal attacks in any round, as with Grappling holds and damage: When a numbers given in the list below are mul- pummeling. Grappling and pummeling grappling hit has been scored, a 12- tiplied by the total pummeling damage, attacks are considered to occur at the sided die is immediately rolled by the AT. as adjusted by the above modifiers (this same time, so that if both AT and DR are The DR then also rolls a 12-sided die; multiplier is applied last). All fractions using grappling or pummeling tactics, this is called the DR’s “break roll.” If the should be rounded down. This rule’s normal initiative rules apply. DR’s break roll is equal to or greater than function becomes clear if you envision a An AT that is hit by a normal attack the AT’s roll, the DR is able to break the trying to pummel a storm giant made by the intended target will auto- hold as soon as it is gained, and no last- on the foot. matically miss one grappling attack for ing hold or damage results. If the break An AT who is two sizes smaller than each time hit. “Normal” attacks do not roll fails, a hold is gained, and the result the DR (S to L, or M to VL) will cause include grappling or pummeling attacks, determined by the AT’s roll of d12 ap- damage by the AT to be multiplied by ½. but do include any other sorts. plies. Break rolls are explained in more An AT three sizes smaller than the DR The number of grappling attacks an detail below. (S to VL) has a damage multiplier of ¼. AT can make per round is limited, as in The result of the AT’s roll of d12 is At the other end of the scale, an AT the pummeling rules. Generally, the given below, wherein (L) = leg hold, (A) = who is two sizes larger than the DR (L to same limbs that can be used to make arm hold, (B) = body hold, (H) = head S, or VL to M) has a multiplier of 2, and an monster pummeling attacks can be used hold, and (S) = stranglehold. AT three sizes larger than the DR (VL to by monsters to make grappling attacks. S) has a multiplier of 4. The special pummeling “to hit” modi- Adjusted fiers listed above also apply for grap- d12 roll Hold & damage General pummeling rules pling attacks. 1 or less Brief grip; no hold or Underwater all pummeling “to hit” rolls damage, but spells with are at -2, and all damage is at -2, unless a Speed modification: The movement somatic components 90% Ring of Free Action or similar magic is rates of AT and DR are taken into ac- likely to be spoiled. being used. count in calculating grappling hit prob- 2-3 (L); no damage Monks are their normal AC, not AC 10, ability. In this capacity, movement rate is 4-5 (B); no damage for purposes of determining hits and taken as a rough approximation of agili- 6-7 (A); no damage damage for pummeling attacks against ty, and the adjustment applies whether 8 (L); 1-2 damage them. They receive their weapon dam- the AT and DR are actually in a position 9 (B); 1-3 damage age bonus, rounded down, on all pum- to use normal movement or not. Only 10 (A); 1-2 damage meling hits they score. This damage, like normal (land-based) movement rates 11 (H); 1-3 damage all pummeling damage, is only 25% ac- apply, not flying movement rates. The 12 (S)*; 1-6 damage tual, and no stun/kill rules are in effect. If adjustments given below for the AT and 13 (B); 2-8 damage the monk wishes to score normal dam- DR are both added to the AT’s “to hit” 14 (B); 2-16 damage age and/or stun an opponent, normal roll, either increasing or decreasing the 15 (B); 4-24 damage open hand combat must be used. AT’s chance to hit as applicable. Auto- — This hold presumes the DR has a To qualify for the pummeling weapon matic grappling hits can be scored windpipe and can be harmed by chok- bonus, a special weapon designed for against creatures that are paralyzed or ing. If this is not true for a monster, treat pummeling must be used. This excludes otherwise incapable of movement. this result as though an 11 were rolled. metal gauntlets or the like, and the butts Movement AT DR The roll on the table above is adjusted of weapons. rate adjustment adjustment by the relative sizes of the AT and DR. Stupid monsters always use normal at- 1-2” -6 +6 Generally, small creatures have great tack modes. A monster must have at 3-5” -4 +4 difficulty gaining solid holds for damage least low intelligence to use pummeling 6-8” -2 +2 on large targets. The adjustment listed is tactics. Some monsters will of course be 9-11” -1 +1 applied directly to the AT’s roll of d12. physically unable to make pummeling 12-14” 0 0 attacks even though they have sufficient 15-17” +1 -1 Attacker size intelligence. 18-20” +2 -2 S M L VL 21-27” +3 -3 Defender S 0 +1 +2 +3 GRAPPLING AND OVERBEARING 28”+ +4 -4 size M -2 0 +1 +2 Grappling attacks are designed to gain Example: A goblin, movement rate 6”, L -6 -4 0 +1 a hold on an opponent rather than dam- is grappling a halfling, movement rate VL -8 -6 -4 0

64 MAY 1982 Example: A goblin, size S, attacks and observed: arms, 2 holds each; legs, 2 DR loses its dexterity bonus. “All” above scores a grappling hit on an ogre, size L, holds each; body, 3 holds; head, 1 hold, refers to creatures with more than two and rolls a 7 on d12. The size modifier for and 1 stranglehold. There must, of arms. For such creatures, no additional this situation is -6, so the result is adjust- course, be room for all the AT’s to be effects are gained until all arms are held; ed to a “1,” an automatic miss, and no near the DR; less than the maximum holds on two of three arms would have break roll by the ogre is required. number of holds would be possible if the the same effect as a single hold on one AT’s were fire giants and the DR were a arm. “Arm” should be taken broadly to Break rolls: The first break roll against goblin. The effects of the holds are: include tentacles and the like. any hold is never modified, even though Head Hold (H): DR is immobilized un- Leg Hold: As with head holds, DR is the roll it is compared against may be less AT is of a smaller size class than DR. immobilized by this hold unless AT is modified because of size differences be- The DR’s attacks are at -4 to hit while the smaller. DR’s attacks are at -2 to hit, DR’s tween AT and DR. Second and subse- hold lasts, and the DR loses any dexteri- dexterity bonus is lost. For DR’s with 3 or quent break rolls are discussed below. ty bonus (though penalties do count) for more legs, the “to hit” penalty is only -1. the duration of the hold. Both (all) Legs Held: As with “Both Exceptional strength: In some situa- Stranglehold (S): As above, DR is im- Arms Held,” DR is helpless and immobil- tions a combatant’s strength will be great- mobilized unless AT is smaller in size. ized unless AT is 2 size classes smaller. ly different from what one would expect DR’s attacks are at -4 to hit while hold DR’s attacks are at -4 to hit while both/all based on size alone. In such cases, the lasts, and DR’s dexterity bonus is lost. At legs are held, DR’s dexterity bonus is DM should treat the creature for grap- the end of each round after the first, the lost. For creatures with 3 or more legs, a pling purposes as a larger or smaller DR takes 2-8 points damage from the rule analogous to the one under “Both creature. For characters, strength of 18 hold unless it is abandoned or broken in Arms Held” above holds: no additional to 18(00) is treated as size L; strength of that round; the damage is grappling effects are gained by having holds on 19 or more (giant strength) is treated as damage (see below). more than one but less than all legs. size VL; strength of 6 or less is treated as Arm Hold (A): Again, DR is held help- Body Holds: As for head holds and the size S. less unless AT is the smaller of the two like, DR is helpless unless AT is smaller. combatants. DR’s attacks are at -2 while DR’s dexterity bonus is lost. DR is -2 “to Explanation of holds: Whenever a hold hold lasts, DR’s dexterity bonus is lost. hit” on all attacks against each AT that on a limb, such as an arm, is indicated, Any weapon, shield or item the DR is has a body hold, except that size VL and the DR is already being held by one holding in the hand of the held arm is creatures being so held are only -1 “to arm, the hit occurs against the free arm. rendered useless until the hold is broken. hit” each AT. More than one hold can be scored Both (all) Arms Held: DR is immobil- The effects of holds are not cumula- against a given limb, and many holds can ized unless all the AT’s using arm holds tive. A DR held by several AT’s on the be maintained by many AT’s on a single are 2 size classes smaller than DR. The arm, leg, and head would be only -4 to DR, particularly when the DR is large or DR is -6 to hit on all attacks, provided the hit, the worst result applicable. Immobil- very large. For size S and M creatures, DR has any sort of attack for which its ization effects are considered singly, so however, the following limits should be arms are not required, such as a bite. The the DR held in 3 places as above would

D RAGON 65 not be immobilized if all 3 creatures do- break rolls against grappling attacks in Size of largest AT ing the holding were smaller than the DR the same round.) A 6th-level fighter held S M L VL (though the DR’s movement rate would by three goblins would thus lose three of Size of S 0 +20 +40 +80 be greatly reduced). his 6 normal attacks against them. A DR DR M -20 0 +20 +40 always receives at least one attack in a L -40 -20 0 +20 Grappling Damage: All grappling dam- round, no matter how many break rolls VL -80 -40 -20 0 age is 50% actual and 50% temporary, are made in that round, if the DR is able In the example above, the bugbear is temporary damage being the same as to attack otherwise. size Land the human is size M. The gob- explained for pummeling. Grappling Creatures that have gained holds on a lins are size S and do not count. The damage is not modified by strength ad- DR cannot be attacked by the DR with adjustment is +20%, for an overall chance justments, but other forms of damage weapons more than 2½’ long. Allowable to overbear of 50%. If the percentage roll bonuses and penalties would apply, such weapons for this purpose include the were 50% or less, the human would be as those resulting from Chant or Prayer hand axe, dagger, small club, hammer, overborne. spells. mace, and short sword. Holds may be maintained while a DR is Effects of overbearing: An overborne Maintaining Holds: A hold is main- brought down by overbearing. DR has been thrown to the ground or tained until the AT abandons it or the DR When a comrade of the DR makes an floor, probably with the AT’s still holding makes a break roll. Humans and similar attack on an AT holding the DR and him. An overborne DR makes all attacks creatures are able to maintain but one misses, a second “to hit” roll must be at -4 to hit, and this effect is cumulative hold at a time, and as long as the hold is made at -4 to hit against the DR. If the with a “to hit” penalty caused by one or maintained the AT may not do anything second roll is a hit, the DR takes the more holds. Overborne DR’s may not else, save perhaps a short, purely verbal damage instead of the intended target. use shields, they lose dexterity bonuses, spell. Creatures are considered to get as and always attack last in each round. many grappling attacks as they have Overbearing: Any AT that gains a hold Once overborne, the DR remains so until pummeling attacks, and can maintain on a DR may attempt to overbear that the DR takes a full round to rise, and two holds at once on the same DR, pos- DR. Overbearing is not considered a during this round the DR forfeits all at- sibly even three or more depending on separate form of attack; it is a possible tacks. Rising may be attempted in any the nature of the creature. Creatures can result of one or more grappling hits. round unless one or more holds have also make normal attacks while main- More than one AT may attempt to over- immobilized the DR, in which case the taining a hold when the normal attack is bear, in which case the holds of all AT’s DR is unable to rise until all the immobil- not being used for grappling. A troll, for attempting to overbear are taken into izing holds are broken. An overborne DR example, could hold a DR by the arm and account. A single percentage roll is made that is not held may cast spells, and a leg and make a biting attack all in the at the end of any round in which an AT held DR may still cast purely verbal same round. declares that overbearing is being at- spells. Overbearing does not do damage If the DR’s immediate break roll fails, tempted. The basic chance of overbear- to the DR unless special circumstances the hold is gained and the effects listed ing is 0% (no holds), modified upward for are involved. apply on the next round, damage taking each hold being maintained by an AT effect immediately. At the end of that attempting to overbear. The modifica- General grappling rules round, after the DR has suffered the ef- tions are: Some monsters by nature cannot be fects of the hold, the DR receives anoth- One leg held: +15% for two-legged grappled; common sense must be used er break roll to free himself. The DR must DR’s, +5% per leg for DFR’s with three or in this regard. A grappling hit on an un- roll 10 or more on d12 to break the hold, more legs. dead with level-draining power would with this roll modified by the size ad- Two (all) legs held: +40%; this bonus result in a energy drain of the AT. justment factor applied to that hold on would replace the one-leg bonus unless Grappling attacks are not changed the first break roll. If the roll fails, the the former is higher. “All” applies to when they occur underwater, but crea- hold is maintained and the DR suffers its creatures with three or more legs. tures unable to move and see normally in effects on the next round. The DR could One arm held: +5%, plus an additional an underwater environment make all then try again to break the hold at the +5% per arm if three or more arms. grappling attacks at -2 to hit. end of each round the hold is maintained. Two (all) arms held: +20%, replacing A creature that can fly by means of A DR receives one break roll at the end the one-arm-held bonus if higher. wings can lift off if no body holds have of the round for each hold maintained on Body held: +10% per hold. been scored on that creature. In the him that round, not including holds Head held: +10%. round of liftoff, an extra immediate break scored that round, for which he has al- Stranglehold: +5%. roll is allowed against all current holds, ready received a break roll. Example: A human fighter is being and a basic roll of 8, rather than 10, is If the DR is being held by 3 or more held on the leg by a goblin, on the arm by needed. Even if some holds are not AT’s, the basic break roll score on the another goblin, and on the body by a broken, the flying DR may still lift off if second and subsequent rounds must be bugbear. The basic chance for the three able to carryall AT’s that choose to hang an 11; similarly, if the AT maintaining the AT’s to overbear is 5 + 15 + 10 = 30%. on. Creatures with magical flying power hold is two size classes larger than the are treated similarly, except that body DR, an 11 is needed. If the DR is being Additional holders: Where two or more holds do not prevent the DR from trying held by six or more AT’s, a basic 12 is creatures have hold of the same limb or to lift off. needed. A 12 is also needed when a size area of the body, and no “per hold” basis Monks are treated as their normal AC VL creature has gained a hold on a size S is stated above, the additional AT has no or AC 5, whichever is better, for pur- creature. The penalty would apply, in the effect on the chance to overbear, but poses of grappling attacks against them. multiple-AT cases above, to each of the may have an effect on the size modifica- They receive a +2 bonus on all break holds, until enough of the holds are tion (see below). rolIs. broken so that the penalty no longer applies. Size modification: When an overbear- SPECIAL WEAPONLESS ATTACKS Where a DR would normally receive ing attempt is made, the result is modi- This section deals with certain types of multiple attacks in a round, one such fied by an amount determined by the size attacks not included in the AD&D rules. attack is lost for each break roll that must of the DR and the size of the largest AT These rules will be useful to characters, be made at the end of the round (not attempting to overbear: but even more useful to the monsters

66 MAY 1982 they oppose. One common situation same round, but no two AT’s may attack advance to the area beyond the defen- arises when a large number of human- from opposite directions. The number of sive position, but a number of AT’s equal oids, such as orcs or gnolls, are prepar- attackers will also be limited by the size to the number of DR’s must remain to ing to melee a typical party of adventur- of the AT’s and the DR. Since an AT that engage the DR’s for at least the next ers over a limited front, such as a 10- misses a charging attack remains in po- round. foot-wide hallway. Suppose that the par- sition for melee, no, two attackers may The DR’s receive one set of attacks ty has no further spells of use against the attack from the same direction. each (the normal attacks each would creatures, and that the defensive line is a make in a round) before the chance of single line of five fighters. The human- Mass charge and overbear attack: As the charge succeeding is calculated. oids, say gnolls, number some 50 or so, noted above, this attack pits a group of Any AT’s killed by these attacks do not but the fighters on the line are 6th level or AT’s charging in one direction against a count in the charge, and creatures in the so and have armor classes in the range of group of DR’s holding a position against 4th rank or further from the main action 1 to -2 against frontal attacks due to dex- them. Up to three ranks of AT’s and DR’s may not press forward to replace an AT terity and accumulated magic items. may participate fully in the attack; others killed on the front ranks by this means. In spite of their superior numbers and may lend their support with reduced ef- If a creature must make a saving throw sheer weight, the gnolls have a slim fect. Point totals for the attacking side as above, use the following size guide- chance of breaking the party’s defensive and defending side are added up after lines when the strength of the creature is line. The gnolls can, at best; melee the calculating each individual’s “value” ac- unknown: S = Str 7; M = Str 11; L = Str 17; fighters one on one, hoping to wear them cording to the following schedule: VL = Str 19+. down. This tactic is not likely to be suc- Size and location Point The number of creatures or figures cessful unless the party is weakened of combatant value that can fit into each rank must be de- from previous encounters. The gnolls S, first 3 ranks 1 termined by the DM as the occasion need to break the party’s line; then the M, first 3 ranks 2 arises. Generally, allow about 2 feet of melee would take on a different charac- L, first 3 ranks 3 width for a size S creature, 3 feet for a ter, with several gnolls attacking each VL, first 3 ranks 6 or more size M creature, 4-5 feet for size L, and 6 fighter. The AD&D rules, however, pro- (see below) feet or more for size VL. vide no way to accomplish this; it seems S, M, L 4th+ rank ½ If the defenders comprise more than illogical to not allow for a situation where VL, 4th+ rank 2 three ranks, DR’s in the first three ranks the gnolls ought to be able to simply Size VL creatures will vary depending are the only ones affected by the charge, charge in a mass and crash through the on how huge they are. A hill giant would and AT’s cannot advance beyond the 4th thin line of fighters. The rules for the be worth 6, but a storm giant would be rank of DR’s. mass charge and overbear attack are de- worth as much as 15, and a purple worm For all charging attacks, there must of signed to deal with this situation. possibly as much as 25. For a mount and course be sufficient room for the at- rider, simply total each creature. Crea- tacker(s) to build up speed. The charging overbear attack: This at- tures with extraordinary strength for their Obstacles to the charge will either tack can only be made by a charging size should be counted as a size larger; double the DR’s point total or preclude a attacker against a defender either re- for characters, a strength of 18 or more mass charge entirely. Generally a trench, treating or holding its ground. It simu- would indicate a size L rating, and a fortification, row of sharpened stakes, or lates an AT attempting to tackle and strength of 19 or higher would mean a VL low wall will make a mass charge impos- overbear a DR without stopping to grap- rating. sible. Charges uphill, through a small ple first. The AT makes a normal grap- The basic chance of the charge suc- fire (such as flaming oil), over rough ter- pling attack roll. If a hold of B, H, or S is ceeding is 30%, plus 2% for each point rain, or against a line of spears set indicated, the DR must make a break roll the AT’s have over the DR total. If the roll against a charge will double the defense. or be overborne. Otherwise, the charge is made, the charge causes all the DR’s For obstacles not listed here, the DM will fails and a normal melee ensues thereaf- to make a special saving throw or be decide whether the obstacles prevent ter. As for a grappling attack, the DR overborne. The saving throw is each de- the attack or double the DR’s total. receives the first hit against the charging fender’s strength or less on d20. A DR Example: A line of 6 human fighters is AT, and if the DR hits the attack automat- that saves is nonetheless pushed aside holding a 20-foot-wide hall against a ically fails. If the break roll is missed by by the onrushing attackers. If the charge charging mob of 20 gnolls. One fighter only one number, both the AT and DR fails, the defensive line remains unbrok- has 18 strength. The humans prepare a are overborne. en and normal melee combat takes place line of pools of flaming oil and light them More than one creature may attempt thereafter. Victorious attackers in excess just as the gnolls begin their charge. The this attack against a single DR in the of the number of DR’s may continue to gnolls are desperate and charge through

D RAGON 67 the oil fire. The party’s point total is 13, with plate and shield is AC 2 against the ple, 14 goblins and a bug bear were pitted doubled by the fire to 26. The gnolls’ grappling attack, the same as against against a human fighter with a +1 long total is 60, less 9 for three gnolls killed normal attacks, and in addition receives sword, +1 shield, +1 plate, and a 15 dex- during the charge, or 51. The chance of a break roll that reduces the odds still terity. The fighter had a frontal AC of -1 success of the charge is 30% + (25 x 2%) further. Even if the frontal AT gets a hold, and 33 hit points, being 5th level. Using = 80%. The gnolls are likely to be too it is likely that no other AT’s can get in normal combat, it was found that the many and too large for a single line of position to exploit the hold, since the fighter generally killed all his enemies fighters to hold them back, no matter DR’s comrades are holding the line after taking half to three-quarters of his how individually heroic or skillful the around him. Grappling, therefore, is re- hit points in damage. The overall odds of fighters are. served for situations where the AT’s can victory were heavily against the crea- It is presumed in the example that all flank or surround the DR such that sev- tures, in spite of their numerical majori- the gnolls fit in three ranks. Using the eral AT’s can hold the DR while others ty. When grappling tactics were used by guidelines above, however, only about execute normal or pummeling attacks. the creatures, however, the results were five gnolls could fit in each rank, so the Some creatures, such as trolls, are “one- mixed; occasionally the creatures would last five would count only ½ each, or a man gangs” in this respect. overcome the fighter. The creatures’ total of 2 points. The gnolls’ total would Pummeling attacks are easier to hit chances were particularly enhanced if then become (12 x 3) + 2 = 38 (remember, with than normal attacks, but tend to do the fighter did not deal with the bugbear three gnolls were killed in the charge, so less damage. The value of shields, com- first. Being size L, the bugbear is a far the maximum of 15 gnolls in the first bined with the rule that a successful hit more dangerous grappling opponent than three ranks drops to 12). The chance for by the DR causes a pummeling attack to any of the goblins. The lesson was quite success would then be (38-26) x 2% + miss, will render pummeling attacks gen- clear that creatures with less than 1 hit 30% = 54%. erally less effective than normal attacks die are far better off attacking fighter in the usual one-on-one frontal melee characters by grappling than by normal OBSERVATIONS AND CONCLUSIONS situation. Characters will, of course, lose combat, if the creatures can flank or sur- It is hoped that these supplemental damage and “to hit” bonuses from magic round the fighter. combat rules will provide occasional in- weapons by making pummeling attacks, It is hoped that these rules will provide teresting variations to normal combat and this will discourage the use of these an interesting addition to normal AD&D procedures. These weaponless combat rules in normal situations. Pummeling is, combat. Although grappling and pum- procedures are not meant to replace on the other hand, ideal when the party meling melees take longer to conduct normal combat in most situations. Be- wishes to render an opponent helpless than normal melees, the frequency of cause of the great value of shields in without killing it. weaponless combat melees should be fending off pummeling and grappling at- In playtests of these grappling and sufficiently low so that a typical adven- tacks, these attack forms are typically pummeling rules, it was found that the ture will not be unduly lengthened. less effective than normal combat against grappling rules tend to lead to a wider Above all, it must be remembered that a shield-bearing opponent or against the variety of overall results than either pum- common sense must be used when ap- opponent’s front. For grappling, a fighter meling or normal attacks. In one exam- plying these rules to monsters.

68 MAY 1982 DRAGON 69 Call of Cthulhu is a challenge

Reviewed by David Cook In the game, a player can be either an or reads) something abnormal, the play- Investigator (player character) or the er must make a “sanity roll.” Failure can “Ph’nglui mglw’nafh Cthulhu R’lyeh Keeper (the judge). Investigators are mean temporary or permanent insanity. wagh’nagl fhtagn.” (“In his house in created by rolling dice for the character- The rules include a nice, well described R’lyeh dead Cthulhu waits dreaming.”) istics of Strength, Dexterity, Intelligence, list of insanities and phobias. Well, one would hope so. But with the Constitution, Charisma, Power, Size, and Preparing all this, though, is a lot of release of Call of Cthulhu, the new role- Education. Unique and very important to work for the Keeper, and not all of it is playing game by Chaosium, Inc., there is the game is the characteristic of Sanity. easy. There are many rules to read: first, no telling where Cthulhu or his hideous It is not rolled for, but multiplied from Basic Role Playing. Only 16 pages, it will minions might appear next. Power. Next, the player picks an occupa- be easily skimmed by experienced play- Call of Cthulhu sells for $20. However, tion, either from those in the rules or one ers. Unfortunately, although simple, it is Chaosium has tried to make it worth the the Investigator and Keeper agree on. not all basic. Important rules are some- money. The large box contains the Basic This occupation defines the skills the times hard to find, and much is left to the Role Playing rules, a 96-page Call of player may choose to increase, by ad- judge’s discretion. Next, the Keeper must Cthulhu rulebook, a 32-page Sourcebook ding percentage points to some of the read the 96-page Call of Cthulhu rules. for the 1920’s, a folder of character more than 50 different skills. Finally, af- Fortunately, not all the rules must be sheets, a large map of the world, a sheet ter calculating money and purchasing read before playing. If no monsters or of uncut character and monster pieces, items, the Investigator is ready to go. spells are used, the Keeper can skip and the dice necessary for play. Even so, Creating a character can be a long pro- these sections and read them later. there is still space in the box to carry cess, but the wide range of choices al- For the most part, the rules are clearly extra papers, a useful Lovecraft paper- lows each player to tailor an Investigator written, but problems do occur. There is back or two, and other materials. to what he or she wants it to be. no explanation of “Universal” under In- Call of Cthulhu is based on the writ- vestigator Occupations, allowing a Keep- ings of Howard Phillips Lovecraft. Com- er to think it is an occupation in itself. posed during the 20’s and 30’s and sold Usages of the term “permanent insanity” to the pulp magazines, these stories are confusing. The rulebook and charac- were combinations of gothic horror and ter sheets list different base chances for supernatural fantasy. Appearing or men- success on some skills. There are sever- tioned in many of them were a group of al errors in the monster statistics where beings or gods created by Lovecraft — the listed die roll for a statistic and the Hastur the Unspeakable, Mi-Go, Nyarla- average of the die roll do not agree. Only thotep, and others. Best known of these close reading of the text and the use of was Cthulhu, an octopoid being of great judgment solve this problem. evil and horror. Most of these creatures There are also nine pages of appendi- and gods were fortunately long forgot- ces and a virtually unreadable railroad ten or barred from mankind. However, map, all of limited value. The appendices secret knowledge of them did exist — in appear to be notes, random articles, and books, carvings, old ruins, and certain unfinished designs. Some, made more families. Typically, a story would have complete, could be quite useful. Others the main character discovering an evil seem to have no purpose. This space plot to summon one of these beings or could have been put to much better use lost lore leading to their discovery. Also by expanding the rule structure; there typically, the main character would go are no provisions in the rules for such insane or only barely keep his sanity af- things as universities, consulting spe- ter defeating the horrible menace, if only cialists, police, or even doctors and for the moment. hospitals. The game is based on these ideas and The Keeper does the normal work of a Another weakness of the game is the beings, and has to work within these lim- gamemaster. He or she reads the rules, incompleteness of the combat system. its. These limits create difficulties that creates a scenario, and runs the game, There is a small list of weapons (enough require solutions not found in other handling all the NPC’s and monsters the different types for the player charac- games. Therefore, the game is more than Investigators meet. The Keeper starts ters), but there are no rules for how to just hunting monsters, going on com- the game by giving mysterious clues, a deal with cover, movement, surprise, or mando raids, or gathering treasures. job, or a strange incident for the Investi- other situations that might affect the ac- Characters must research, plan, and try gators to investigate. From there, they curacy of a shot. Such situations are not to prepare for the worst. gather more information, visit libraries, even mentioned, and it seems this is at Sometimes the limits create problems talk to locals, and make plans. This may least partly intentional; several times the the rules can’t solve. Player characters take up the greater part of some adven- author indicates that gunplay is not sup- have a tendency to die or go insane rath- tures. Once they think they know what’s posed to be the solution to the problems er quickly, making it hard to keep a good going on (and they’re usually wrong), the investigators encounter. But at the character around for long. Also, there is they go into action, hoping that whatever same time, the author suggests that no good way to force the player charac- they meet won’t drive them mad. Here is most of the Investigators’ adversaries ters to conform to those types Lovecraft where Sanity is important. All of the will be human. Certainly this will lead to described. Lovecraft’s characters seldom monsters are so terrifying and horrible to shootouts in many games. carried guns or other weapons — but try the modern mind that the mere sight of The rulebook does have its strong to convince a player not to carry a wea- one of them can drive a character points. Three ready-to-play scenarios, pon when he knows he’s going to face screaming into the woods. In the game, complete with maps, are provided. These dangerous foes and terrible monsters! whenever a character encounters (sees are well planned and can obviously be

70 MAY 1982 used as a starting point for further ad- ventures, created by the Keeper. The au- thor also wisely avoids random encoun- ters and discourages random die rolls throughout the rules. For this type of game, everything should be prepared in advance. An unplanned event (dictated by the dice) can ruin a perfect adventure. Important information is almost always clearly marked in the text, and there are many examples to explain rules. A com- plete table of contents is printed on the back cover, a player aid overlooked by many other games. The Sourcebook of the 1920’s is the weakest part of the set. It, like the ap- pendices, appears to be notes and unfin- ished design work. Some of it — the sketch maps, timelines, biographies, and traditional monsters — is quite useful and fairly complete. Other sections give the Cthulhu information. And here the remain alive and sane long enough to too little information to be of use. The author seems to have done very well. defeat their foes. Other players actually table for distances between U.S. cities is The introduction states that Call of enjoy trying to go insane. The game has fine for finding distances between New Cthulhu uses primarily Lovecraft’s sto- a broad scope for role-playing skills, York, New Orleans, and San Francisco, ries, with other writers’ works used only from quiet researcher to raving madman. but is of little use for anywhere else in the when the author of the rules found them For the Keeper, the game is much more country. Finally, there is an entire sec- interesting or useful. Certain objection- trying. The Keeper finds it necessary to tion giving an alternate character gener- able post-Lovecraft material has been fill the gaps in the rules with quick solu- ation system. Inadequately explained as specifically excluded as not being in the tions and use lots of creativity and time to how this fits into the rest of the rules spirit of Lovecraft’s work. The informa- to create or gather information and ideas (or why it is given), it only serves to tion is well researched and generally ac- for scenarios. It is a good game for expe- confuse. curate. Quotes are used in the text to rienced role-playing gamers and ambi- The Sourcebook could have served a highlight some facts, and the world map tious judges, especially if they like Love- better purpose — providing background includes Cthulhoid places to explore. In craft’s type of story. However, those from Lovecraft’s stories. This brings up a this regard, the game stands up well. players and judges just getting into role- major shortcoming in the rules. The au- It is difficult to either love or hate the playing or who have never read a Love- thor of Call of Cthulhu seems to make game. When played, it’s fun. Some play- craft story are well advised to wait on this one assumption throughout — that the ers find it challenging to see if they can game until they have more experience. Keeper will already know a great deal about the Cthulhu stories. In practice, however, even Keepers familiar with the stories have found it necessary to reread Hitler’s War puts European the books, extracting descriptions, place names, and the general feeling of the stories. This problem is made worse by theater onto a small stage the casual mention in the rules of places or things without adequate explanation. Reviewed by Tony Watson relatively new line of large-format games, If the Sourcebook contained this infor- number 1 in the Metahistory™ series. The mation, it would be of greater value. My first contact with HITLER’S WAR total package marks an important im- The most serious flaw in the game is came when Keith Gross, the designer, provement quality for this company’s the lack of rules for NPC’s. The rules do asked if I would like to work as a playtest- products: The map is printed in three say, and quite rightly, that Investigators er during the development of the game. colors, as are the counters, and the latter should seldom meet any of the monsters It certainly aroused my curiosity, and I are now of standard thickness and die- listed. Doing so will often result in Inves- accepted — however, with one caveat: I cut. The 24-page rulebook is amply illus- tigator death or insanity, not a pleasant am a long-time fan of Avalon Hill’s Third trated and remarkably free of glitches, prospect for a player. Therefore, the In- Reich, and since this new game was to typos and misspellings. The rules text is vestigator will be dealing with and bat- cover essentially the material at about made more clear by some diagrammed tling NPC’s. However, there is nothing the same scale, I doubted I would find it examples of play. given in the rulebook about creating in- any better than second best behind my Perhaps the most salient physical lim- teresting NPC’s. There is no quick sys- favorite. Though I had a strong admira- itation of the game is that important tem for generating NPC characteristics tion for Keith Gross’s design talents, I charts are found only in the back of the and skills. There are no suggestions for felt that Third Reich had written the book rulebook, which can cause considerable what NPC’s will know, how they will be on how to put WWII grand strategic Eu- wear and tear on the booklet after a short armed, or what (or why!) they are doing. ropean warfare into a game format. bout of page-flipping. A pull-out sheet This lack of information puts an extreme- In many ways, I was wrong about that. containing all the important charts and ly large burden on the Keeper and makes As I saw in playtesting and again in my tables (either in addition to, or instead of, it especially hard to create NPC’s that play of the game after it was published, printing them inside the rules) would will keep the players’ interest. There there are indeed some new angles on have been a better alternative. should have been a section devoted to approaching WWII in Europe. I still ad- Played in the full campaign version this in the rules. mire the AH effort, but Hitler’s War is a with all the advanced rules in use, Hitler’s In the long run, the success of the game I will probably play more often. War allows either two or three players to game will be judged on the accuracy of Hitler’s War is one of Metagaming’s manage the entire course of the war in D RAGON 71 Europe. Players make decisions on a hexes contain industrial units (IUs); are fleet strength points, supplanting the wide range of matters, from the move- some, like the heavily industrialized Ruhr very abstract rules in the previous scena- ment and employment of army groups, valley and the multi-hex area represent- rios with more substantial, if simplistic, to production allocation and technology ing Siberia, contain more than one IU. rules. Naval combat is possible, as well strategies. The relatively short body of After a side’s movement and combat are as interception of amphibious opera- rules covers a broad range of topics, in- completed, the number of IUs it controls tions. Both sides can build strategic mis- cluding such esoteric subjects as na- determines its budget for purchasing siles (V-1s and V-2s and the like) for use tional morale, strategic missiles, parti- new SPs and repairing IUs that have against enemy IUs or the enemy’s na- sans and atomic bombs. been devastated by advancement. IUs tional morale. Finally, there is even the The rules are structured so they can be are also important as supply sources. possiblity of atomic bombs coming into learned a bit at a time. The first scenario The Fall of Germany scenario, which play. These weapons can have especial- deals with Barbarossa and the four bitter follows the Barbarossa scenario in the ly deleterious effects on armies, IUs and years of fighting between the Germans rules, depicts the waning days of the national morale. and Russians. The Eastern front was far Third Reich. It adds the Western Front to The opposing coalitions in Hitler’s War and away a land struggle, and serves as a the game and incorporates a number of don’t start out with atom bombs, of good vehicle to introduce the game’s new rules to cover sea movement and course. These weapons, as well as effec- most basic and important rules, those amphibious actions. tive production of other types of SPs, are concerning land movement and combat Sea movement is handled very simply; the result of a very clever technical se- plus the rules pertaining to production. basically, each side may transfer a cer- quence. The system employed is similar Positioning and movement of forces in tain number of SPs through sea hex- to that used in Metagaming’s Air Eaters Hitler’s War is rather innovative. There sides, depending on the body of water in series of games (no surprise, since they are no “units” per se, just twelve army question. Lines of supply can be traced share a common designer). A player may group counters for each side that are overseas as well, an important factor for allocate some of his IUs to R&D (Re- used to “hold” strength points of me- the Allies once they make their landings. search & Development). An expenditure chanized and infantry forces. (Only these Amphibious assaults are dealt with in of two IUs allows a player to make a die two types of forces are used in the Bar- more detail. A force’s capacity for as- roll, with success indicating a raise in barossa scenario, though others are saults is represented by amphibious tech level for the specified SP type. added later.) There is a limit of 10 Strength Points, which are created just Some items, most notably A-bombs, can- strength points per army counter, though like other SPs and count against the 10- not be built until a certain tech level is the specific composition of each force is point limit of SPs per army. Armies that obtained. up to the owning player. Movement is are at least half amphibious may assault How does Hitler’s War compare with simple, and covered in only one short coastal hexes. To make good the land- Third Reich? First off, the Avalon Hill paragraph in the rules. Movement is es- ing, the assaulting force must success- game is much nicer physically, but this is sentially unlimited between controlled fully advance inland. to be expected since it is much more hexes; strength points can be shuffled Finally, this scenario introduces forts. expensive. Third Reich treats land com- about at will, transferred between ar- While expensive to produce, fort SPs ab- bat in more detail. There are more hexes, mies, and the armies themselves can be sorb losses from fire directed against a greater unit density, and considerably created and disbanded freely. their hex, up to the number of fort SPs in more involved mechanics, imparting a Land combat is a mixture of attack, the hex. much more “tactical” feel to the game. defense and movement. The attacker Hitler’s War really only comes into its On the other hand, Hitler’s War treats declares which of his armies will attack own in the campaign game. The basic strategic warfare against enemy produc- adjacent enemy armies. The defender is campaign covers the war from 1939 to tion in a more interesting manner. I given the first fire. He totals the number 1945 in four-month turns. It utilizes all found the production rules in Hitler’s of strength points (SPs) in the defending the rules of the first two scenarios, and War, including the technology section army, consults the appropriate column adds some sections dealing with the pol- and the geographically based IUs (as of the Combat Results Table (CRT) and itical aspects of the war, such as neutrali- compared to the more abstract Basic rolls a die. The result is the number of ty, entry into the war, and surrender. Resource Points used in Third Reich), to SPs the attacking army must lose. After In the two-player campaign game, the be more challenging. the defender fires, the attacker may do Allies win if Germany falls on or before Perhaps the biggest practical differ- so, possibly with a smaller SP total due spring ‘45. In the three-player game, with ence in the games is the time needed to to the defensive fire that just took place. a separate player for the Soviet Union, play. With its smaller map, fewer count- After all initial firepower attacks are victory is determined by a ratio of owned ers and simpler rules, a full campaign made, the attacker may attempt to ad- IUs, either upon Germany’s surrender or game of Hitler’s War will take five or six vance into the hex being attacked. The by the summer of 1945. hours for experienced players; the same success of an attempt to advance de- The basic campaign game works fine, version of Third Reich could easily take pends on the number of defending SPs but the advanced campaign game adds twice that long. in the hex and the number of mechan- the chrome and options that make a Hitler’s War is a game of options, of ized points in the attacking army. good game into an excellent one. Many grand strategic decisions. The players What imparts a sense of blitzkrieg to the of the advanced rules concern new types may recreate history, but are not doomed game is that armies can continue to of units. Submarines and strategic bomb- to repeat it. The technology and produc- make advance attempts in the same turn ers (included with their correspondent tion rules allow players to tailor their for- as long as they keep succeeding. Thus, counter-measures, anti-submarine war- ces to suit the sort of strategy they wish armies with a high proportion of me- fare and air defense) are used to attack to follow. For gaming enthusiasts with chanized SPs can, with a little luck, make enemy production centers. Two new any interest in World War II and/or grand sustained and deep pen&rations of en- types of army SPs are tactical airpower strategic conflict, Hitler’s War is highly emy lines. Since cutting off enemy sup- and paratroops. Tac air can stack in ar- recommended. ply lines is an important tactic, especial- mies beyond the lo-point limit, provid- Hitler’s War comes boxed with 360 ly on the plains of Russia where some ing needed strength in situations of Ii- counters, a 17 x 22-inch map, three re- truly large forces clash, mechanized ad- mited frontages. Paratroops can be used cord sheets, a rule book, and a six-sided vancement is a key part of the game. as infantry or may be “dropped” in me- die. It sells for $6.95 and is sold in game Production is a prominent factor, as chanized advancement. and hobby stores or direct from Meta- befits a simulation on this scale. Certain Also included in the advanced game gaming, Box 15346, Austin TX 78761.

72 MAY 1982 8th Annual Strategists Club Awards for “Creativity in Gaming”

Each year at this time, Dragon Publishing sponsors and August 1st, with the awards being presented at the voting for the annual Strategists Club Awards for GenCon® XV Convention, August 19-22 at the Univer- “Creativity in Gaming.” This August will mark the sity of Wisconsin-Parkside, between Racine and Keno- eighth anniversary of the Awards, and once more we sha. Those wishing to attend the Strategists Club Ban- turn to you, the gaming public, to vote for those games quet and awards presentation should make reserva- and gaming aids deserving of recognition. tions now by contacting GEN CON® XV, P.O. Box 756, Votes will be collected and tabulated between now Lake Geneva WI 53147.

WHO MAY VOTE, AND HOW: Anyone reading this ballot in any of the magazines or publi- Mail all ballots: IMPORTANT: In all catego- cations in which it appears is eligible to vote — but each ries, vote only for products person can only vote once. The voter’s name and address Strategists Club Awards released and made available must appear on the ballot; failure to do so will invalidate the c/o Dragon Publishing during 1981. Second print- ballot. If a voter doesn’t want to remove the ballot from the P.O. Box 110 ings, re-releases, etc., of pro- magazine, choices may be recorded on a postcard by listing Lake Geneva WI 53147 ducts which were available them in the order in which the categories appear on the ballot prior to 1981 do not qualify itself. for for 1981. Revised editions ONLY ONE CHOICE IN EACH CATEGORY IS ALLOWED. of earlier products may be eligible for an award if, in the Ballots must be received by August 1,1982, and should not opinion of the Strategists Club membership, the revisions are be sent in along with orders for magazines or any other substantial enough to consider the revised edition as a differ- business concerning Dragon Publishing. ent product.

OUTSTANDING GAME OF 1981 OUTSTANDING GAME PLAY-AID OF 1981 BOARDGAME CATEGORY — for any game designed to For any product designed to assist, expand, or otherwise utilize a playing surface to regulate or record position or facilitate the playing of an existing game (excluding gaming movement of playing pieces during the play of the game, as magazines, newsletters, house organs, etc.). opposed to a surface used only as a graphic or visual aid.

OUTSTANDING MINIATURES RULES OF 1981 OUTSTANDING GAME OF 1981 ROLE-PLAYING CATEGORY — for any designed to re- quire role-playing on the part of game participants, and not requiring a playing surface like a boardgame. OUTSTANDING MINIATURE FIGURE LINE OF 1981 Either the entire line or the major portion of it must have been released and made available during 1980.

OUTSTANDING GAME OF 1981 OPEN CATEGORY — for any game which does not qualify for either of the two above categories. OUTSTANDING PROFESSIONAL GAMING MAGAZINE OF 1981

D RAGON 73 warrior, S’rakhin, and his family, particu- Russian author larly the sons that succeed him in a quest to regain lost honor and station in life. The villain, and cause of the hard times, gives new twist is J’endar, who attempts to gain control of the kingdom. to old themes This is a routine enough plot, but Yer- makov makes the most of it. Fall into FALL INTO DARKNESS Darkness is a sly, political book, that is Nicholas Yermakov Berkley not only entertaining on the surface, but $2.50 0-425-05191-9 also unfolds to reveal a telling commen- tary on American life. Fantasy and science fiction that uses One reason for the book’s success is historical reality as a springboard is not a its treatment of minor characters, All re- new concept. Even more common are ceive lives and thoughts of their own; “make-believe” worlds that seem too they are never ignored, and instead are much like 20th Century America cata- allowed to interact and affect the central pulted backwards or forward into time or characters. in and out of this dimension or that. Fall into Darkness is a tight, finished Nicholas Yermakov turned to fantasy work by an author making his debut in for a format for his third novel and fol- the genre. While some writers might work, the story of the Conciliator goes as lowed this tried and true practice. Yer- have left holes in the book that could be follows: Severian, a young torturer ban- makov, however, came up with a new milked for sequels, Yermakov is not that ished for the sin of mercy, gains the twist, at least for Western readers: His type of craftsman. Thank goodness. powers of an ancient relic. With this he new book is a Russian version of the journeys to exile in a magical world a above. million years in the future. Novi’kavkaz is a planet settled by Rus- THE DEADLIEST SHOW IN TOWN “The Book Of The New Sun” is a series sian space pioneers that is regressing Mike McQuay Bantam Books destined to be a classic. For those who towards barbarism. Its citizens have lost 0-553-20186-7 $2.25 haven’t read “The Shadow Of The Tor- the knowledge of how to run the ma- turer,” pick that one up first. For those chines produced by its once advanced At the top of the list of the sequels who have, Severian’s further adventures culture, although a few artifacts remain: released recently is the third novel in are just as good as his earlier ones. Lasers are handed down, generation to Mike McQuay’s Mathew Swain series generation in aristocratic families in a The Deadliest Show In Town. Tying in world where pirates in wooden ships ply nicely to the end of the last novel (When THE RESTAURANT AT THE END OF the seas. Trouble Beckons), Show opens with THE UNIVERSE The story centers about a professional Swain taking a contract from the Fish Douglas Adams Harmony Books Man, the head of a media conglomerate 0-51 7-545357 $7.95 (Hardcover) that “plays with reality like a baby plays with fire.” The story again drags Swain into a struggle between the rich and the Only one science fiction/fantasy com- helpless, with his actions, as always, edy is funnier than the now famous The weighing directly atop the fulcrum. Hitchhiker’s Guide To The Galaxy, and Of all the futuristic detectives over the this is it. Doug Adams takes his original years, McQuay’s is the best. Swain’s ad- characters along even insaner paths than ventures get better and better, while the before. This time, the improbability drive wait between each one just seems to get blasts them from existential elevators longer and longer. Show is the best one and paranoid robots, to Milliways, the so far; not only is it good mystery writing, restaurant at the end of the universe. but it is good science fiction and social This is not at the “edge” of the universe, commentary as well. but at the end of it. Complete with drinks and a boorish lounge singer/announcer, THE CLAW OF THE CONCILIATOR the holocaust ending of all existence be- Gene Wolfe Timescape Books comes just another night on the town for 0-671-41616-2 $2.75 Adams’ travelling foursome. Once again, Adams delivers a healthy Gene Wolfe’s second The Book Of The dose of nutty spoof, letting a great deal New Sun novel is out in paperback, and it of air out of the pomposity of the science is a must for the dedicated fantasy buff. fiction and fantasy genres. Another one The scope encompassed in a Wolfe that should be on everyone’s “don’t miss” story is always too broad to paraphrase list. quickly without losing most of its flavor; but for those who haven’t heard of Wolfe’s

74 MAY 1982 THE BOOK OF PHILIP JOSE FARMER threatens to destroy the peace of their Philip Jose Farmer kingdom. Together, they find and rescue Berkley Science Fiction a beautiful woman who should be able to 0-425-05298-2 $2.50 provide them with the answers they need. She is kidnapped, however, and Kossori A reviewer must admit certain things slain before they can test her story, or about Farmer’s work. He is one of the even discover any more clues as to what grand masters of science fiction/fanta- is going on. sy. His concepts are more than sweep- Moichi, aided by Chiisai, a beautiful ing; they are infinite in their scope. (Roger warrior woman, sets out to discover who Zelazny freely admits that his entire is behind these events. Amber series came from the tiniest of On the surface, Beneath an Opal Moon details from a Farmer idea.) On balance, is as traditional a fantasy novel as one however, Farmer’s execution of an idea can hope for. One does not have to dig is often not as good as the idea and the too deeply, however, to discover what it ring of his prose can be flat. is about Van Lustbader’s work which This is not one of those times. Out of makes him so popular. The world he print for a decade, The Book Of Philip created for the Sunset Warrior cycle, Jose Farmer contains some of the finest which he also uses in this new series, is a science fiction and fantasy stories ever real one. People do not become master written. Each is introduced by Farmer, sword handlers overnight; people fight, and three stories recently printed else- and kill, and hate for small, petty, bigot- where were replaced with newer stories ed, and stupid reasons. Arrogance runs that are also excellent. rife through many of the characters. Sex Berkley went to a lot of trouble for this is a weapon and desire for men, while a book. Besides the above, they clothed it tool and reward (to bestow) for women. in one of the best covers ever produced In other words, it is a world a lot like our for a genre paperback. Newcomer James own. Warhola has painted a remarkable scene, dience. “Durandal” is filled with epic bat- Willing to kill his characters with the capturing Farmer and his work better tles, court intrigue, dark motives, and all same whimsy as the real world, he keeps than anyone ever has. (The fact he ob- of the other flags of good pulp fantasy. the reader off-balance by assuring them viously read the book puts him ahead of Like all Donald Grant books, this one that they do not know what is coming some illustrators.) is illustrated, not with just a cover, but in next. People who in other books would All in all, it is a masterful collection, the sense of the beautifully laid-out books surely become lovers because the plot one that should shortly become as hard of the past. Besides the chapter opening dictates it — don’t. Heroes who should to find as was its original printing ten blocks, and the inner cover art, there are have certain situations well in hand — years ago. This is one to be searched out six full-color illustrations, drawn by Ali- might not. It is the unpredictability of and purchased right away. cia Austin and colored by George Barr. Van Lustbader’s worlds and people which Together the two have created a stirring have made him the popular figure he is. DURANDAL Harold Lamb set of plates, rich in detail to the point of His books overflow with believability. Donald Grant, Publisher marvel. Each one is covered with tapes- His characters are human, his places are 0-937986-45-3 tries, flags, shields, capes, et cetera, any- realistic, and his stories are great fun to $15.00 (Hardcover/Trade Edition) thing which can be lavishly embroidered read. $35.00 (Hardcover/Deluxe Edition) by the artists. To get this or any Donald Grant book, “Durandal” was the name of Roland’s check the shelves of your local specialty sword. No one knows what happened to bookstore or send a self-addressed, it after the warrior-hero’s death, so mas- stamped envelope to: Donald M. Grant, ter historian, Harold Lamb, author of Publisher, W. Kingston RI 02892, asking numerous historical biographies and for his catalog. books on the Crusades, decided in the early 1920s to weave his own myth about the sword. BENEATH AN OPAL MOON The story opens in the camp of Theo- Eric Van Lustbader Berkley Books dore Lascaris, emperor of the Greeks 0-425-05080-7 $2.50 who also commanded 800 Frankish knights. In the opening pages, we see The bestselling author of The Ninja the emperor’s armorer stalking the camp, and The Sunset Warrior cycle has done it looking for a warrior to ride in the em- again. His newest novel is a shattering peror’s place during the next day’s bat- fantasy, filled with as many surprises tle. He chooses a young Frank, Sir Hugh and twists as most are with cliches. of Taranto, supposedly a direct line des- The novel begins on Green Dolphin cendant of Charlemagne the Great. Street, setting a sort of Sherlock Holme- Sir Hugh takes the emperor’s place, sian mood. An intrigue is begun with but does not suspect that the Frankish mysterious figures meeting in shadowy crusaders are not meant to survive the rooms, making obscure references. battle. They are meant only to soften the There is a grisly murder, and the novel’s Arab lines for the Greeks. attention shifts to Moichi Annai-Nin, Lamb took actual historical events and bond-brother of the Sunset Warrior. connected them with speculation and A friend of Moichi’s, Kossori the musi- wit, twisting facts with myth and fiction, cian, joins him in trying to unravel the delivering a gripping drama to his au- mystery behind the murder, which

D RAGON 75 76 M AY 1982 D RAGON 77 78 M AY 1982 D RAGON 79 80 MAY 1982